VOLUME 38 U.S. $3.50 /CANADA $4.50
THE SOURCE FOR NEWS AND STRATEGIES STRAIGHT FROM THE PROS
m?owW
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DO YOU KNOW
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PAK HAS BEEN?
Rex really wanted to play. It's too bad the first thing he found was your favorite Game
Pak. He slobbered all over it! Sure, he could have gone for his plastic doggie bone, but
noooooo... he just had to have the game. Don't worry. All is not lost. You have your
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thankful you stopped him before he had a chance to really destroy it. Then you would
have had to take it to a Nintendo World Class Service Center to have it repaired. You
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JULY 1992
VOLUME 38
NES
GAME BOY
TOXIC CRUSADERS 46
JEEP JAMBOREE 52
WAVE RACE 56
CENTIPEDE 60
SUPER NES
PANIC RESTAURANT 8
Capcom's GOLD MEDAL CHALLENGE-14
MIGHT AND MAGIC 18
MAGIC SWORD 78
STREET FIGHTER D 83
NCAA BASKETBALL 94
TIPS FROM THE PROSES!
CLASSIFIED INFORMATION 26
COUNSELORS' CORNER 70
NESTER’S ADVENTURES 100
THE INFO ZONE
NINTENDO POWER 4TH ANNIVERSARY 22
TECH UPDATE 74
CELEBRITY PROFILE 109
NEXT ISSUE 114
VIDEO UPDATES
NOW PLAYING 102
PAK WATCH 110
comics
THE LEGEND OF ZELDA 30
SUPER MARIO BROS. 62
PLAYER'S FORUM
PLAYER'S PULSE 6
PLAYER'S POLL CONTEST 98
POWER PLAYERS 101
TOP 20 106
VOLUME 38 5
Because we come to work every day and have a regular routine, we sometimes forget the
unique side to some of our readers' daily lives. That is, until we open your letters!
S TUDENT
POWER
I’m a high school student and a Power
Player. Whenever I feel like I’m buried
in research papers, tests and labs need-
ing to be completed, I call a time out
and go for my Super NES, NES or
Game Boy. Playing video games clears
my mind. It also gets rid of stress. I’ve
found the systems to be the next best
thing to having an actual arcade
machine, and they cost less!
Stanley Ng
Longview, WA
We got our NES in 1988 and have
beaten about 50 games. One really cool
thing is that because my brother has no
arms, he plays with his feet.
Sam and Jon Sheptock
Interlachen, FL
Two aspiring Game Counselors, possibly?
While my brother, Nicky, was playing
SimCity, I started playing the Village
Music on my keyboard. After working
out a few bugs, it sounds perfect!
Bobby DErrico
Stratford, NJ
Dad said we can get the Super NES
if we get along for 30 days. He
already has it, but it’s in the garage
attic. He’ll even cut it down to 20
days if things go well. I have two
brothers who always fight, so I
doubt we will get it.
Chris Pickin
Allegan, Ml
You're counting and we’re hoping, Chris!
Let us know if the three of you pull together
enough to step into the world of Super
power.
SUPER NES
QPINION pOLL
I’ve owned a Genesis for a year, but
have played my NES more because I
wasn’t impressed with the so-called
“next generation.” I purchased the
Super NES and found the “real” next
generation! There’s no comparison;
ActRaiser is like playing a classical CD
and the Mode 7 action in PilotWings
is incredible. Give it up. Genesis!
Charlie Drouaillet
Moreno Valley, CA
I’m having a hard time deciding which
system to buy: Super NES or Genesis.
Everyone knows that the Super NES
has the best action and adventure
games like Street Fighter II and the
new Zelda game, but I LOVE sports
games. Genesis may have the upper
hand in that category. What can I look
forward to in Super NES sports games?
Mark Knight
N. Hollywood, CA
There should be about 25 Super NES Sports
games by the end of the year, Mark. Keep
your eye on Pak Watch!
What makes a great system? Tell us
what you think about the capabilities of
the Super NES compared to other sys-
tems. What’s important to you?
Graphics? Games? Speed? Sound? Style?
NINTENDO POWER
PLAYER'S PULSE
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98073-9733
6 NINTENDO POWER
STAR WARS
CONTEST WINNER!
Erich Fisher, from Spring, Texas, was chosen as the Grand
Prize winner in our Player’s Poll Contest from Volume 31.
Erich and his mother flew to San Francisco for a fun-filled
weekend! Erich is a huge Star Wars fan. Needless to say, he it's certainly not a crime to
was extremely excited about being chosen as the winner. Erich rea . cl Nintendo Power. Erich
■ •it . i i i . i took a tour or the infamous, but
visited LucasArts and got a chance to see how video games are now defunct A | cotroz prison
developed and programmed. He also saw how some special
effects are created for movies and television. A stop at the Star Wars Archives proved to
be the highlight of the weekend and an enlightening experience. The props
used in films produced by George Lucas are kept there. Everyone had a lot of fun.
Bobo Fett sets off to capture Han Solo. It was
a dream come true for Erich to visit the Stor
Wars Archives and see items from his favorite
Captain E-O? Erich tried on the same gear
Michael Jackson wore in the mini-movie. The
Star Wars Archives houses more than just Star
Wars items.
EDITOR'S CORNER
Volume 38 marks the fourth anniversary of
Nintendo Power magazine. Four years... WOW! It
seems like only last month we were deckling what
to put on our first cover. We’d especially like to
thank those people who have been subscribing to
Nintendo Power since the be finning. We also hope
that you stay with us for many more years! Over the
years we’ve seen the release of hundreds of games
and two new Nintendo systems. Along with those
releases, our magazine has grown and transformed
into what you are looking at today. There are more
great releases on the horizon, too. Nintendo’s new
CD system will make its debut within the next
year. You can be sure that we will have the “inside
track” on this exciting piece of hardware and the
software to go along with it. Stay tuned for more!
Gail Tilden
Editor in Chief
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VOLUME 38 7
Welcome to "Eaten" -a world-famous dining estab-
lishment. Fine cuisine is dished up daily by the owner
and chef, Cooky. Eaten’ s success has been attributed to a myster-
ious secret ingredient that Taito has conjured up for Cooky
to use. Apparently, this secret ingredient is now causing a strange
mutation in the food. Cooky’s former assistant, O’Dove, may be
behind this plot. He has vowed revenge because of an unfor- .
tunate incident involving a potato peeler.
©TAITO 1992
,\lML,\UO POWER
\ LUNCH SPECIALS 7
From time to time, Cooky will encounter ladders which go up
through the ceiling. At the end of each ladder is a bonus game.
Fresh Fish Poached Eggs
as they leap up. Each
fish that Cooky
catches is worth 1 00
points. Don't catch the
exploding fish!
i House Specialties
Candy Lollipop Chef's Cap
Ihowing down on With one of these
his item will replen- suckers. Cooky
sh Cooky's Life earns one of four
evel by one Heart. Heort Containers.
Let ’Em Have It!
Wait a minute! What’s going on here? As
Cooky arrives at Eaten, he encounters giant Carrots and trotting
Chickens out in front of the restaurant! The Carrots, obviously having
the best eyesight, managed to find a way out of the restaurant. No one
knows how the Chickens got out. Instead of preparing food, Cooky must
prepare himself for a smorgasbord of edible enemies.
Appetizers
STEAMED
CARROTS
ROASTED
WEENIES
valuable Coir
reappear
of Coins. Watch the timer!
LUNCH SPECIAL
Spare Change
Each boss gives up some Coins once it
has been defeated. Cooky should stand
direcdy in front of the boss to snag as
many Coins as possible.
Avoid Pop Top when he
lands and jump over him when he
moves across the room. Hit Pop
Top several times with a weapon
to get him to explode!
JTiin ' -j-
a* B B
r -
(a) Fresh Fish
How many jumping fish
can you catch? Don’t catch
the black fish— they ex-
plode!
Off to the dining
room to put a stop
to the unhealthy
food invasion.
CUSTARD'S '
LAST STAND
As Cooley nears an
Apple, it slices itself
ot Cooley. Move in
and then bock off to
avoid the pieces.
Wait for the
Custard to s
Stand on the ven
and then jump ou
the Chef's Cap fc
the Fork.
sure is
awfully g^2|
these Mi
Toasters
their toar
LUNCH SPECIAL
© Poached Eggs
Once again, move the basket from
side to side to catch the falling Eggs,
but don’t catch the Bombs!
Much like a Hermit Crab uses a shell, the easily
beaten Cup 'o Slug uses a teacup for its protectic
SHISH-KILL-BOB
Oh no, not again!
Just when you
™ • thought it was safe
for a picnic, the mutated food
items have made their way out to
the outdoor eating area.
a
lH
«3
Dodge the bolts of
lightning that drop from the
■Jfcj
1 0 MSTE\DO POWER
BAD
BREATH
This mad Microwave houses four Chick-
ens who will jump out and run at Cooky. Avoid the
Microwave when it bounces across the room and
then hit it repeatedly with any weapon.
Like bad breath, the On
are lingering. Cooky mu
It might not seem like the thing to do, but jump right up
and start wailing rapidly on this wacky wok. Cooky may take
some hits, but he’ll ultimately prevail.
The flames move fron
burner and turn on ar
predictable pattern.
defeated
Cooky must bash the mutated hamburger patty
several times to ultimately destroy this beefy ^
boss. Duck down to avoid the sesame seed buns / / ^
when they separate and fly off horizontally, v (
□JJUUu
jjtt
juuu
S
i I l l J —
® |
■
Pot here. Nothing will be able
to harm Cooky ... at least
for a little while.
FPill
JS_
(A) DON’T DO DISHES
(E) FRIGID
FLOORING
of the platforms are stable
fall away if stepped on.
Cooky makes
decision to check
™ ™ out the freezer for
more giant food items. It’s a
good bet that he’ll find some.
SKATE
CONES
for rising red Ice Pops before leaping
lext section of frigid flooring.
B
©STIFF STURGEON
Stand on the edge of refrigerators and fall
off after the icy blast clears. Careful, timing
is everything or Cooky will get the Frigid
Several fish in this
area will fall as
Cooky approaches
LUNCH SPECIAL
The Flying
Fish move a
bit faster this
time around.
Concentrate!
Cooky needs to jump over the bubble gum, lime and
raspberry globs of ice cream that this boss hurls. Don’t
The only part of the cone
that will hurt Cooky is the
pointed bottom tip. Stay
touch the pointed tip!
f
ft
gSjjjjSj
L
<3
&
FLOPPY
FISH
“C’mon,” screams O’Dove as he takes off in his souped-up pan. For this
i / ' confrontation. Cooky is outfitted with a new weapon: eggs! Toss the eggs
/ as fast as possible. The object is to hit the balloon which holds O’Dove’s pan
aloft. O’Dove will move around and try to crash into Cooky’s broken-down pan.
KA-POWI O Dc
RESTAURANT
CHEF’S HAT
J|P
I Q Cooky trots into the
storage cellar for the sixth
and final stage. O’Dove awaits at the
end.
Dessert
B
FLOUNDER
FRIGHTFUL
FRIES
13
9! STAGING THE GAMES
Grab the Gatorade, then get ready to go. You’ll have to choose your
options, like how many players will compete and what nations they will
represent. If you want to save the tournament in progress, choose one of
two files. Once the choices are made, get set to win some gold.
BRINGING!
Once every four years a billion television sets around the world
Summer Olympics. The owners of those TVs spend countless hours
athletes parade and sweat. They listen to announcers getting up close and per-
sonal, and they see maybe a million ads. This year, expect more of the same,
unless you want to get into the action and compete in your own summer games.
Capcom makes it possible with Capcom’s Gold Medal Challenge ’92. There are
18 events to master with disciplines in track and field, swimming, weight lifting
and gymnastics. A Training mode lets you perfect your technique and a
Records mode saves your best efforts with the built-in Battery Pak. The real
action is in the World Tournament where up to eight players can compete
against each other in two-player races and alternately in other events. With 12
nations to choose from, each player represents a different country and com-
petes in every event. Medal counts, awards ceremonies and obnoxious
announcers add a touch of reality. On the other hand, the cartoony athletes add
a comic touch by celebrating their victories and weeping at the agony of
e * e
•» a.
PROGRAM I
GOLD MEDAL
CHALLENGE
Program 1 places an emphasis on both power and timing. Sprints are power events
while most swimming events are tests of timing. The Long Jump requires strength for
the approach and timing on the takeoff. Every program is a mixed bag.
100 METER
DASH
The premier sprinting event requires
all-out effort from the sound of the
gun. Push the A Button as rapidly as
possible to build up to your top speed,
and don’t let up for an instant.
LONG JUMP
Sprint down the runway at top speed
then push your Control Pad in any
direction to set the angle of the jump.
The best angle is between 45 and 50
degrees. Watch that foul line!
S I 00 METER
BACKSTROKE
This is the one swimming event in which
you don’t have to control your breathing.
Set a steady rhythm of strokes— not too
fast. If you are using a controller with
Turbo, turn the Turbo off.
kiC
PROGRAM 3
The events in Program 3 require as much strategy as strength. Conserving power will
be the key to the 400 Meter Dash. The Triple Jump winner has to decide on three jump
angles. The best swimming strategy is to watch the Speed Meter.
400 METER
DASH
In this race you’ll have to slow down long
enough to refill your Hearts. If you’re
playing a computer opponent, rest
assured that it will run out of Hearts and
stop dead in the track.
TRIPLE
il JUMP
The Triple Jump consists of two skips and
a long jump. The skips should be fairly
low angle— 20 to 25 degrees. The final
jump should be 45 degrees or more.
U^SIOO METER
HilFREESTYLE
Finding the fastest rhythm of strokes and
breaths is the toughest part of this swim-
ming event. Don’t breathe at every stroke.
Also, a slower stroke may be more power-
ful. Watch the Speed Meter.
PROGRAM 4
The events of Program 4 require specialized skills. The 110 Hurdles will keep you hop-
ping down the track while the Javelin throw places a premium on the angle of throw.
The 100 Meter Breast stroke is another test of timing and endurance.
110 METER
HURDLES
You’ll want to stay on the ground as long
as possible to keep up your speed, but if
you jump too close to a hurdle, you’ll take
a nose dive. Take two or three steps be-
tween jumps.
JAVELIN
THROW
Bring your athlete up to full power on
the approach track and allow for an extra
step in front of the foul line when you re-
lease the Javelin. The angle should be be-
tween 45 and 50 degrees.
100 METER
BREAST STROKE
Like all swimming events, the Breast
Stroke requires consistency and timing.
Stay underwater for as long as you can
at the beginning. When you come up
for air, replenish your Hearts.
■ Cutting your jump
" Close- doesn't pay
SPECIAL PROGRAM
In the middle stages of the Marathon, you’ll have
to slow down to conserve energy. After the game
shows where you are on the course, you’ll choose a
new speed. Go 18 kph for the third leg of the race
and 19 kph for the fourth leg.
PROGRAM 5
GOLD MEDAL
CHALLENGE
Strength, skill and timing all come into play in Program 5. Weightlifting requires
strength. The High Jump takes precise timing for the beginning of the jump and flop.
Your skill on the Vaulting Horse is judged for style and execution.
WEIGHT
LIFTING
As long as you keep your Power Meter
above the Weight Mark for three seconds
you’ll be credited for a lift. Try to place
the Weight Mark as dose to your highest
consistent Power Meter level as you can.
HIGH JUMP
VAULTING
HORSE
Run up to the bar and jump at the last
moment, then flop over the bar at the
highest point of your jump. It sounds
easy, but this is one of the toughest
events.
The jump to the vault should be made
from the end of the runway, then hold
the directional Control Pad to execute
one of the four maneuvers that carry you
over the Horse to the mat.
PROGRAM 6
The final Program requires great stamina. The 4 x 100 Meter Relay is basically a 400
meter sprint, because none of the racers will tire. The 200 Meter Medley swimming
event includes each of the four strokes for one pool length.
4 X 100
RELAY
Think of this event as four 100 Meter
Dashes in a row. Each runner is fresh and
there are no Hearts to worry about. You
don’t even have to control the passing of
the baton.
200 METER
MEDLEY
The biggest challenge is to adjust your
rhythm to the new stroke after each pool
length. Otherwise, keep an eye on your
Hearts and swim underwater as long as
possible at the start.
Batons are handed
off automatically.
Run all out on all
four legs of the
V
wmmmm
to keep in this
rhythm when you
SPECIAL PROGRAM
The final leg of the Marathon
should be run at a faster pace.
Chances are that the computer
opponents will go all out during -
the last kilometers of the race.
You should have just enough
energy to maintain the lead and
take home the Gold.
l\\\NV\V
I Pick up the pace ond
FLY OFF
TO
ADVENTURE
©1987 New World Computing Inc. Source
Code Copyright "1991 C-Amusements
Co., Ltd.
Town of
Dusk
Town of
Erliquin
Town of
Sorpigal
Fortress of
Magic
Town of
Portsmith
Town of
Algary
NINTENDO POWER
i American Sammy's
new NES adventure,
Might and Magic, is a
challenging journey that
takes you from Sorpigal Inn
to the far reaches of the
world of Varn. If you like
complex role playing
games— and if you have a lot
of time to play— this could be
just the title for you.
T Hit The Streets
A Sign In, Please
Your goal is to discover the Secret of the Inner Sanc-
tum. To do so, you will explore towns, castles, moun-
tains, forests, deserts and labyrinth-like caverns. In all,
there are 55 areas, each a 16-by-16 square grid. You
will have to map your progress and keep track of your
location by identifying your present, coordinates on
the map. First, give your character a name, then start
on the streets of Sorpigal. You’ll view your surround-
ings from a first-person perspective and change the
view by pressing different directions on the Control
Pad.
MIGHT AND
MAGIC
Its Party Time
Select Your Crew
First, go to the Inn and enlist party
members. Look at their strengths and
weaknesses, and be sure to include
members with a variety of skills. Sign
on a Cleric and a Thief right away.
They’re the only ones who can detect
traps and open locked doors safely,
and Clerics gain strength quickly. The
game’s mapping feature lays the area
out on a grid, and each time you press
the Control Pad you either change the
direction you’re facing or move one
space on the grid. Activate the map by
pressing Select.
Equip Your Party
Your group is empty-handed in the beginning. You
have to either find or buy weapons, armor and other
items to make them more effective in a fight To cre-
ate a powerful team, learn to match members with
the particular weapons they can use.
All members con store up to six When you hove enough money,
items in their own Backpacks. go to the Blacksmith and buy
r Command The Troops
Day To Day Demands i
When you’re not in a batde
situation, you can instruct your
crew to do chores like open
doors, search for treasure, and
set up camp for the night.
Battle Cries
When you encounter enemies,
you’ll have a different selection
of commands. First, you’ll
choose whether you want to
engage in combat, retreat, bribe
the enemy so they won’t attack,
or just give up. When you elect
to Attack, a second menu
appears, and you will have sev-
eral options that let you com-
mand individual group mem-
bers. With experience, you’ll
learn how to use each trooper to
your best advantage.
COMMAND
RESULT
ATTACK
Select Attack to make the list of
combat options appear.
BRIBE
Save your group— but lose your
cash— by Bribing the enemy.
RUN
Elude the enemy and return to
your starting point by Running.
GIVE UP
By Giving Up, you escape but sur-
render all Gold, Gems and Food.
VI Gold Rush!
* ^ Collect Coins
After a batde, search the area for treasures.
Enemies often leave behind Gold, weap-
ons, and other items. If you find Leather
Bags and Treasure Chests, have your Cleric
check for Traps and Spells before you have
the Thief Open them. If you don’t, you run
the risk of having razor blades rip through
your party. A blade attack can take the
whole gang down at once. Blades attack if
you have an unqualified person Open
locked doors, too.
Hove the Thief Unlrop the Trapped treasure spells
find before you Open it. disaster for the entire
19
Varn is a vast and mystic land that stretches from
glacial peaks to distant isles. It was once a peaceful
land, but for some unknown reason, the villagers
have gone underground to seek refuge in caverns
beneath the streets.
gorpigal
Sorpigal Sites-
G: Sorpigal Gallery W: Warp
J: Jail T: Otto's Training
R: Stone Relief Tv: Olde Hogge Tavern
M: House of Moonshadow GM: Guild Master
I: The Inn of Sorpigal S: Stairway
B: B and B Blacksmiths One-way Wall
F: Eulard's Fine Foods <-»: Two-way Wall
0: Passage to Outside
Out On The Town
The quest of the Inner Sanctum begins on the streets of
Sorpigal. Before you begin exploring, go to the Inn and regis-
ter, then Select your party from the members’ list. In the
beginning, your party is weak and unarmed. As you fight
enemies you build experience points and find weapons and
other items. Equip your team as soon as possible, either with
the things you find or the ones you buy from the Blacksmith.
Information is scarce, but there are a couple of loose-lipped
patrons at Olde Hogge Tavern. Belly-up to the bar there and
be sure to Tip your server. Next, stroll through Sorpigal Gal-
lery. Ancient plaques, each accompanied by a cryptic mes-
sage, line its walls. Take notes about what you hear and read.
Even if the information doesn’t make sense to you early in
the game, it may solve mysteries to come. Explore all of the
rooms, but stay out ofjail until you’re more experienced. The
strong enemies held there will dispatch inexperienced parties
in short order. You don’t want to lose the experience and
goods you gain, so return to the Inn and save your progress
frequendy. The batde skills you learn in Sorpigal will serve
you well later.
£eek Training From Otto
To develop batde strength and wisdom, visit Otto for
Training. He doesn’t waste his time on wimps, though, so
you’ll need some fighting experience— and the Gold you
garner from beaten enemies— to persuade him to help.
Each session raises the trainee’s Hit Power, and it raises the
Magic Power of quali-
fied spell-casters, too.
The number of experi-
ence points it takes to
reach the next level
increases as you climb
up the ranks. If you
need Gold, Gather from
the party or sell extra
Items to the Blacksmith.
yisit The Guild Master
Does your party include a weak link who is of litde
use in battle? If you’d like to change the abilities of any of
your party members, you can go to the Guild Master, who
lives in a room in northwest Sorpigal. If you agree to forfeit
a member’s experience and goods, you can change his or
her profession, alignment, even gender. Customizing a
.member can be helpful
in many ways, but con-
sider carefully before
giving up hard-won
experience because an
altered member must
start from scratch back
at Level 1.
20 NINTENDO POWER
-Cavern Map Key-
A: The Arena
S: Stairway
W: Warp
£ -Sorpigal
Descending
Into Darkness
The Stairway in southeast Sorpigal leads to the Caverns below the
city. Strong enemies wait in the darkness there, so inexperienced
parties won’t make much progress. Without a light source, your
party won’t be able to see the map and will end up feeling its way
down the darkened corridors, but if you have a Lantern, Torch, or
a member capable of casting Light spells, you can illuminate the
halls and the map. You’ll find that Magic is ineffective in many of
the Cavern regions, and some places are too dangerous for camp-
ing so your party won’t be able to rest. Don’t get caught in a trap-
have a Thief open the locked doors you find. The Arena, where
crowds wait to witness brutal batdes between warring parties, is a
good place to build experience points— if you can get that far.
Corak, who the barkeeper told you to see, waits in a southwestern
room, but Monsters attack at nearly every step there, so your level
should be above five before you try to find him. He has the infor-
mation that you’ll need in order to continue your quest
yhe First Quest: Deliver The Scroll
When you finally find Corak in the depths of the cavern, he’ll ask
you to deliver a Scroll to someone named Agar in the town of Erli-
quin. You can leave Sorpigal through its front entrance and walk
there, but traveling on foot is dangerous for young parties. Instead,
you can go to the young man located at point W on the map and pay
him to send you directly there. Another good mode of transportation
is flying. If you have a Wizard who has attained Level 3 magic, you
can cast the Fly spell and go to F.rliquin’s entrance. Once there, look
for a House of Spirits. There, once you Tip the barkeep, you’ll get
information that will lead you to Agar’s hiding place.
Begin your first quest by talking to the bartender at the Olde Hogge Tavern.
When you grease his palm he’ll tell you to talk to the man in the basement below
1-2. Take the stairs down to the cavern and battle your way to the room at coor-
dinates X-l, Y-2. There Corak will ask you to deliver a Scroll to Agar in Erliquin.
Go to the Warp area shown on the map. Walk through the wall and talk to the
man. For one coin, he will send you to Erliquin. Find the tavern there and tip the
bartender. He’ll tell you that Agar is in a secret room beyond the Inn. Walk
through the wall and meet him. He’ll ask you to take another Scroll to Telogran
in Dusk.
Using the magic spell, Fly, go to E-l and find the entrance to the town of Dusk.
Even strong light magic can’t make this gloomy place any more pleasant. Find
your way to Dusk’s tavern and talk to the bartender. He’ll tell you to look for
Telogran in the southeast Maze. When you find Telogran, you’ll be well reward-
ed.
21
doPoWer
PASSWO
GIVEAWAY
Hold on to your seats, power players! You’re about to witness a four years. These passwords will take you to new areas in your
one-of-a-kind event, the great Nintendo Power Password Givea- favorite NES, Game Boy and Super NES games and let you see
way. In this special anniversary issue we’ll be giving you pass- more of the magic that makes Nintendo number one!
words to some of the hottest games produced within the last
RIF 8 PY30 G08V XNZT
iu ore having Irouble getting
world of Transylvania, this
for you. This quick start will
s you need to get going.
Castlevania 2: Simon’s Quest is one of the most popular asked for help finding their ways through the many Man-
games ever released. Many players have requested help get- sions. Here are some of our favorite passwords that are guar-
ting past the beginning sequences, and even more have anteed to lead you deep into the “heart” of the game.
CASTLEVANIA 2: SIMON’S QUEST (NES)
OFIC M5YX XD4C Q3AA
This password gives you the second whip and the
holy water and leaves the rest up to you. Mr.
Belmont will be on his way, but there will still be
RID7 RXFZ G48V XIBT gjgp||||
ONlS KQAU R12S TWA ■
11
Dracula's Eye is well hidden in the Brahm s
This one gives you the items and body parts
you'll need to walk up to Dracula's Castle and E
Mansion and the path leading to it is rough and T
shortcut you need.
confront Dracula himself. Good luckll
THE ADVENTURES OF LOLO (NES)
22 NINTENDO POWER
FOUR FANTASTIC YEARS OF
FULL POWER FROM THE PROS
Wow!! It’s been four years since the
first issue of Nintendo Power was
published and look at all the cool
stuff we’ve done since then. In-depth
articles, detailed maps, contests and
drawings with lucky winners an-
nounced in the magazine, and
always the hottest tips and strategies
for the newest and most popular
games. For all this and much more,
where else would you turn but Nin-
tendo Power?
Strategy
rear, then i
Our password feature would not be complete without a few
passwords to one of the most underrated adventures of all time,
MvY 7ME Uli
Thx tEU iHx
in front of Po's house
05P j84 78p
VLm QJW 5JN
Once again at the base of the Twin Towers, you t
the proud possessor of the Spirits Crest. Your net
should be to go back to the Rocky Mountain ai
look for the Specter and Thunder magics.
Willow. As the hero of our adventure, Willow must save his
world from the diabolical plans of his evil enemy, Bavmorda.
STRIDER (NES)
Strider’s mission is one of the hardest of all time. He
must struggle through many levels of deceit and intrigue
CEOC KCOC OCMC
HLEJ FIGH GHJH
After climbing the walls in Kazakh, Strider
ready for a short break before he goes
Stay alert! The walls here are sharp enough
to discover the terrible truth that lies behind the Zain
Project.
HLDJ DIGH GHGH
This password was designed to give you a little
challenge. Hiryu has just returned from China with
the Magnet Boots. Now it’s up to you to guide hi
through Kazaku to obtain Key 4.
w mmmm
DMCC BGCP CPOD
Finally, all the Keys and Files have been collected and 1
Hiryu is ready for the ultimate challenge, the Red 1
Dragon! Mottoc and all his henchmen await you along 1
VOLUME 38 23
fVUKDi Wiihm^rUKi PUWi:
THE IMMORTAL (NES)
You are a faithful wizard who has been searching for your noch. Surely he must be here, for he often spoke of the
lost mentor, Mordamir, for years. Recendy you’ve heard a Labyrinth of Eternity that lies below the city,
rumor that he was seen entering the haunted city of Eri-
x310yl0006y90
. certificate to the second level of the Labyrinth I
'ill help many who hove lost their way. Be wary I
5ss0v67000ry0
The goblins on Level Six are worried about the
water demon they call the Norlac. They want to lure the
' jc away from the door that leads to the Magic
I guess who gets to be the bait.
t65x931001t60
The Flying Carpets on the for
mastery of the controller. Yoi
Carpet through the *
v!31y770038y0
This certificate will lake you to I
the location of the final confront
everything you need to be victo
strongl The end of your quest is
METALSTORM (NES)
Well on its way to becoming a classic, MetalStorm is one of to come. With a Second Quest for added excitement,
the most outstanding games of its time. Great play control MetalStorm is a game to challenge even the pros at Nin-
and excellent graphics will keep this game popular for years tendo.
J7T-NJRS-BZQ
Take the M-3078 Gunner Robot to the thi
with this password and try your skills ago
floating laser cannon guardian, Gultzen.
B 38-VV 63P-FPM
Multatron, the transforming defense unit at
end of Level Five, is a worthy opponent for
the best game players. It may take many si
defeat this mutating machine, but it con be 1
94J-LZH3-93G ^1111111111111
H0N-NTQ3-FZR
Triad Voltars will try to run you ragged, but if |||^p|j||j|jjjjPjjjjjjjjj !
Here's your password to the Second Quest. The
run into much trouble.
GARGOYLE’S QUEST (GAME BOY)
You are Firebrand, the gargoyle :
guardian of the Ghoul Realm, and it :
is up to you to discover the heir to
. the Magic Flame and bring peace to :
the kingdom once again.
C6VG-TQLR
CIKA-XPHH
find the Wings of the
Falcon. Search by the
big tree in the North.
C48I-WLTJ
K5 :M
Only two more bosses 1
stand in your way. J.
With this password all
. . .
you need to do is |
defeat Rushifell and
Breager.
24 SISTESDO POWER
PILOTWINGS (S. NES)
Up, up and away! It’s time for you to
learn to fly, but this time it will take
more than a cape to keep you up in
the air. Don’t worry, you have the
best instructors in the world to help
you. So try your best and don’t let
them down. Their hopes fly with
you.
108048
LEMMINGS (S. NES)
DXCQKRX
MHNNCPC
This level is called the
Prison because it has c
tendency to trap you.
RMDTBFQ
MWLGVQ]
MEGA MAN EE (NES)
Once again that little blue hero,
Mega Man, is out to stop Dr. Wily
from taking over the world. This
time oP Wily has joined forces with
an unknown scientist, Dr. C!
The items you receive in the I
The Dust Crusher is another weapon vital to Mega
PAiiWOKD POWER FROM NINTENDO POWER
VOLUME SH 25
BO JACKSON
BASEBALL
■ From AqENT #569
Boss Test
You can test your fighting skills against the skills of any level
leader in this NES adventure by entering a two-button code.
When the title screen appears, press the A and B Buttons in
the following order: A, A, A, A, B, B, B, B, A, B, A, B, A, B,
A, B. The code will call up the Test Mode with a list of the
six level leaders and entries for testing background music
and sound effects. Move the cursor to the desired entry and
press the Start Button. By choosing one of the Boss entries,
you’ll warp directly to the selected enemy’s hideout.
WANT IBs 8FSC£AZa AOENT8
A popular activity among Nintendo game
experts is developing tips and strategies. If
you'd like to share your own special tips with
us, send them in! Choose your own Agent
Number (3 digits) and be sure to include it with
yourtips.
amiEii
MFORMUON
uUuikliJ
■ From AqENT #892
All Bo Squad
While Bo Jackson plays for the Chicago White Sox in real life,
an entire squad of Bo Jacksons can play on any of the teams in
this game when you enter an easy code. After you’ve chosen
your squad, a team roster will appear. At that time, press Left
on the Control Pad and the Select and B Buttons all at the
same time. Every player on your team will be replaced by Bo!
This code will make your team extremely tough to beat since
the video version of Bo has a Batting Average of 3.99 and an
Earned Run Average (as a pitcher) of 1.53.
You'll worp straight to the Test Mode.
Choose the desired level leader and A battle with the selected boss will
Choose your squad from any of the When you see the player lineu
Your entire team will be replaced by Bo You should be able to beat any teamin
clones with a 3.99 BA and a 153 ERA. the game with your superstar talent.
26 NINTENDO POWER
SUPER
BOWL
CUSSIMD mum)
M From Aqent #899
Sound Mode
You can sample the sounds ofTecmo’s latest football mega-
hit before you play. When the title screen appears, press and
hold the B Button and press Left on the Control Pad. The
Sound Mode menu will surface. Press Up and Down to
change the selected sound. Then press the A Button to start
the sound and press the B Button to stop it.
SUPER
BOWL
■ From Aqent #476
Cool Codes
Our agents have discovered four new codes which offer
slight changes to this submarine mission. The codes can be
entered at any point in the game. Just press the Start Button
to pause the action, then enter the desired code. One code
allows you to double the point values for all of the enemies
and items. Once you’ve paused the action, press the control-
ler buttons and the directions on the Control Pad in the
following order: A, B, B, A, Right, Down, Up, Left, Left.
The lower part of the screen will flash green when the code
is entered correctly.
Up, Down, Left, Right, Up, Down, Left, Right, A, B,
B, A. You can halt the automatic scrolling altogether by
pausing the action and entering: Up, Up, Down,
Down, Left, Left, Right, Right. The last code that our
agents have discovered stops the Red October cold as
soon as you let go of the Control Pad instead of letting it
slide to a halt. Pause the game and enter the following to
make this change: Up, Down, Left, Right, Select. These
codes should allow you to make more points and give you
a new sense of control over your sub.
Pipe Dream
■ From AqENT #277
Freeze The Flooze
When the Flooze flows in this plumber’s nightmare, the
only way to control it is to build onto the network of piping
so that it has somewhere to go. If you’re short on pipe,
though, there is a way to stop the flow so that you can add
to the network. When the game begins, press and hold the
Start Button to pause the action. While you continue to
hold the Start Button, press the A and B Buttons in the
following order: A, B, B, A. Then go about linking the
sections of pipe. The Flooze will start to flow when the bar
on the right side of the screen shrinks to nothing. When the
Flooze comes dangerously close to spilling, you can stop the
flow by pressing the B Button. This will give you all of the
time that you need to add more piping. When you’re ready
for the Flooze to flow again, press the Select Button and the
action will resume. With this code, you should be able to
score higher than ever before.
While continuing to hold Start, pre
B, B, A. Then go back to the game
Another code slows down the automatic scrolling of the
action to about half of its standard speed. Once the game is
paused, enter the following code: Up, Down, Left, Right,
VOLUME 38 27
amm mmmi
ppFPPTinH
■ From Ac,ent #750
Ten Men Code
From Aqent #092
Circuit Warp
Agent #350 called in a code from the field which can more
than triple your chances for success in this Game Boy
combat exercise. After the title screen has completely mate-
rialized, press the controller buttons and the Control Pad
direction keys in the following order: Up, Up, Up, Up,
Down, Down, Down, Down, Left, Left, Left, Left, Right,
Right, Right, Right, A, B, Start. When the game begins,
you’ll have nine fighters in reserve, for a total of ten men
instead of the usual three.
You can advance to the top rounds of this challenger, or take
a look at the closing credits, by entering a quick controller code.
Before you choose the number of players and difficulty, press
the directions on the Control Pad and the L and R Buttons in
the following order: Right, Right, Up, Down, R, L. The
announcer will shout “Bingo!”. Choose the number of players
and difficulty and press the Start Button. The Circuit Warp
menu will appear, listing all three circuits, the battles with
the circuit leaders, the final battle and the credits. Highlight
one of these selections by pressing Up and Down on the
Control Pad, then press the Start Button to begin.
■ From Aqent #248
R-Type Options
With a single stroke, you can call up a menu which will allow
you to change what you hear and how many enemies will
appear in this Game Boy thriller. On the title screen, press
the Select Button. A list of options will surface. Move the
cursor by pressing Up and Down on the Control Pad and
change the highlighted options by pressing the B Button.
The options allow you to turn on and ofF the music and
sound effects and to change the level of difficulty from easy
to hard. If you choose the
hard level, you’ll encounter
more evil enemies than ever
before and they’ll be more
difficult to defeat. When
you’re ready to play, press
the Select Button to return
to the title screen and press lIce^sed bv^nintendo
the Start Button to begin. On the title screen, press Selectto give
yourself the option to change sounds
and game difficulty.
BLAST OFF AND STRIKE
LEfEL EAST I
Press Right, Right, Up, Down, R and L to After you choose the number of ployers,
moke the announcer shout 'Bingo!' the Circuit Warp menu will appear.
Secret Credits
While the Circuit Warp code allows you to take in the full
ending credits, there is another way to glance at the names
of the creative minds behind this arcade conversion. As the
name of the development company, Beam Software, is
scrawled across the screen, press and hold the L and R
Buttons, then press the B Button. The names of the pro-
grammers will surround the company logo.
While 'Beam Software' is being written, press and hold L and R and press B to make
the names of programmers appear.
28 NINTENDO POWER
mm mmm)
From AqENT #916
Sound Test
Take a resc from zipping through the futuristic world of
Hyper Zone and listen in on the music and sound effects of
the game by entering an easy code. On the tide screen, press
and hold the L and R Buttons, then press the Start Button.
You’ll go directly to the Hyper Zone Sound Test. Press the
direction keys on the Control Pad to change the selections,
then press the A Button to start the sounds and the B Button
to stop them. Agent #9 16’s favorite selections are Music 08
and Sound 03.
From AqENT #740
Opponent Switch
You can give your F 1 -ROC opponents a personalized touch
with a quick name change maneuver. Make sure that both
! controllers are plugged into the Control Deck. Then select
the name change option and choose to alter the name of one
of the players on the screen. Next, press Down on the
Controller II Control Pad. The name T. Phillips will take
the place of the player’s name. You can change it to a name
that you’re more familiar with by using the Controller I
Control Pad. Once the new name is in, press Down on the
Controller II Control Pad again to make the next name on
the list appear. When you’ve changed all of the names to
your liking, press the Start Button to begin.
Press and hold L and R, then press Start. T une in to the sounds of Hyper Zone.
From AqENT #850
Option Menu
You can set the difficulty of this one-on-one battle, listen to
the game’s sounds and relive old fights by calling up the
option menu. When the title screen appears, press and hold
the Select Button, then press the Start Button. When the
option menu appears, you can change the option selections
by pressing the direction keys on the Control Pad and
activate your choices by pressing the Start Button. The
difficulty, music and sound options are self-explanatory.
The test fight option allows you to fight again any of the
monsters that you have already claimed victory over.
Change the name using the Contro
Control Pad and move through the
Sound Test
You can listen to the sounds of the game with a sound test
before you race. Enter “SOUND” as your name on the
player select screen and press the Start Button. A music
option will appear. You can change the music selection by
pressing the direction keys on the Control Pad, then listen
to the tunes by pressing the A, B, X or Y Button.
Press and hold Select and press Start. Make selecti
Enter 'SOUND' at the player
VOLUME 38 29
I NEED
TO ASK YOU
SOMETHING/
j OMIGOSH! i
THE SWORP...
so HEAvyyy..
UGGHf YOU’RRE AN UGLY
LITTLE MANNN...BUT YOU HAV
MY THANKSSS FOR HELPING '
EPHEREMELPA...I SSSAW YOl
SSSWORP AND THOUGHT
KNIGHT?'
SWORD?
' IT'SSS THE HEALING ><
’OWER OF MY EPriEREMELDA'S
WINGSSS...THAT IS WHAT
MAKESSS HER PESSSIRA6LE
TO THE THIEVES OF >
THISSS WORLD...
SUDDENLY
REFRE6HEP/
IN LEGENPSSS THAT PLACE
IS KNOWN AS THE PALACE OF T
PA*K«£SS... CANON'S SERVANT6S
HAVE SSSTOCKPILEP THE
PANGEROUSSS, EXPLOSSSIVE
FIRECORN THERE... ^
SEEN
FIRECORN
MATTER
IF YOU MUSS ST
GO, TAKE MY
EPHEREMELPA FOR
YOUR GGGUIPE...
EPHEREMELPA'
PARKNESS!
CRYSTAL
MAIDEN
GUARDS'
H'xzzvr'.
YOUfOOUYOU
KNOW WHAT WILL HAPPEN
IF YOU USB m
• F1REC0RN HCBtra
TOGETHER.'
CRYSTAL
COCCOON
ZELPA?.'
GLEEOCK f /
EPHEREMELOa'?
RIGHT, BUT MY
IE ART IS BEATING
SO FAST//
BECAUSE OF YOU
I CAN ESCAPE THIS
CRYSTAL PRISON.'
MASTER SWORD!
SOMETHING
WHO ARE
YOU ?!
COMM-FORK?!
©1992 Troma
HIDEOUSLY DEFORMED CREATURES
Those oozing human environmental accidents aren’t
just blobs of radioactive waste, they’re the Toxic Cru-
saders, and they’re invading Game Boy this month in a
new title from Bandai. Their six-stage crusade-with
password feature-pits them against the evil Dr. Killem-
t
SUPERHUM ^N^TREN^F^^
t
f
. /
r 4/M \
^1
F rr li
r v
oxlc Waste Won’t
Waste These Guys!
Disfigured But Determined
Though injured in separate acci-
dents, they’re drawn together
by their common problem:
mutation. Sure, they’re
unsightly, but don’t judge a
Toxic Crusader by the growths
on his back or the ooze in his
eyes. As the people of Troma-
ville find, beauty is more than
slime deep.
®>matl Talk
Unlike many games, this one doesn’t just display the
password when you finish the stage. To get the pass-
words in Toxic Crusaders, you have to eavesdrop on
the conversations at the end of each stage.
TOXIC
CRUSADERS
Nozone
Junkyard
^PISODEl:
Trouble at the Tromaville
Tramping through the Dump, the Crusaders come upon
trash cans, tired tires and abandoned appliances. Of
course. Radiation Rangers are patrolling the grounds, so
the gang will have to be ready to
crouch and shoot in an instant.
They can refill half Hearts mid-
way through the first area by .
jumping up to get Atoms. **
1-2
Talk about toxic waste! Barrels
of it are piled high in Stage 2.
Watch out for rangers as you
hop up to the top of the stacks.
Also be on the look-out for bubbles of poisonous gases
that rise from cracks in the ground. Shoot them and
jump the gap before another one emerges. Use the
moving platforms for transportation. B
1-3
There’s more of the same old trash in Stage 3. After a trio of toxic
tubs are more cracks that emit dangerous gas, so get ready to fire
and jump. Leap up to get the Atoms floating just above the first
three refrigerators. If they don’t refill your Hearts, shoot at the
sixth fridge until a life-restoring barrel rolls out.
More Radiation Rangers wait in the fourth stage,
so you’d better have Crusaders in reserve. Stay on
your toes, ready to retaliate when fired on, as you
make your way past retreads, tubs, toilets and
refrigerators. Hold fast to your Hearts, because
the only Atoms here don’t show up until you’re
near the end of the stage.
48 NINTENDO POWER
1. Half A Heart
3. Snack Time
Refuel here. Jump up to
grab the Atoms overheard
before you continue to the
right. Each Atom restores
half of a Heart.
Fire at the refrigerator
until it opens. A barrel
of waste will roll out
and restore all Hearts.
ss= r-:^nl nlirSs
Take A Ride
Wait for a Platform
to appear, then
hop a ride over to
the other side.
They grow ’em big in Tromaville’s toxic dump! Kil-
lemoffs monster rat spews radioactive balls in sets
of three, then it jumps and flips. Hop over the balls,
fire rapidly, and get ready to jump again when it
stops to spit more radioactive waste.
« m ■ r*»im m
JMi
£r'3£jS Sar'S
. 1 % j
- U
±j s j L -
Episode 2
® Tromaville Gets Tromatized, or
• This is a No-Smogging Section!
Episode 2 takes the Crusaders from the Dump to the city
streets, where Killemoffs Radiation Rangers pound the pave-
ment and toxic trees drip radioactive ooze. Watch for dive-
Walk The High Wire
Atoms and Barrels are overhead on wires.
Some you can jump to from boxes, but others
you'll have to Spring to. Press Up and the A But-
ton to use the Springs you find.
Episodes
0 Sewer Mop-Up,
• or Sunday, Sludgy Sunday.
Whoaa! Now that’s a big
leap, and if you miss, you’ll
land in a simmering pool of
toxic sludge. Instead of
jumping, wait for a plat-
form to slide in from the
side. Hop on and ride to a
safe landing site.
50 NINTENDO POWER
TOXIC
CRUSADERS
Turn Up The Radio-Action
In Episode 4, it’s into the Of’ Factory,
where the radio-action heats up. Toxic
drops fall quickly and the Radiation
Rangers attack fast and furiously. In
the end, killer Crabs charge quickly
and retreat slowly. Get in your licks as
they creep away.
This factory should be con-
demned! Barrels of toxic waste
are piled high and open vats of
sludge are definite health hazards.
And those aren’t the only
hazards. Watch out for dripping
sewage pipes and dodge the many
Radiation Rangers that patrol the
• Under Killemoff’s Lair, or The
• Good, the Bad, and the Ugly.
•-PIS0DE4
£ Entering the
'#01’ Factory,
or Please Pass the Chloroflourocarbons!
Killemoff let
(tom Plotfor
In Episode 5, the Cru-
saders go spelunking in
i a toxic cave. Dive-bomb-
ing bats make the explo-
, ration difficult, and the
1 only Atoms seem to be
out of reach. To refill
your Hearts, you’ll need
to find two Springs and
j bounce up to them.
Spike-o-rama
Caustic Caterpillars
The Spikes in
the ceiling rise i
and fall in pat-
terns. Walk
under during
their slowest
drops.
Caterpillars between the dropping
Spikes jump and shoot. Crouch and
return fire.
They’ve overcome incredible odds to get this far, and now the Crusaders
are off to Island City and their biggest challenge yet. They enter a waste
warehouse to find huge vats and pipes dripping toxins. As they dodge the
drops, they hop moving Platforms to ride over gaps.
Now it’s on to Island City, the realm of
sinister Dr. Killemoff. He won’t
believe that the Crusaders have
actually defeated his malevolent
minions until he sees them, face-to-
face. The Platforms they ride through
this area blink then, vanish, so they
have to jump quickly to safety.
• Island City,
or I’ll CFC You in my Dreams!
Vanishing Platforms
This racy new title from Virgin Games puts.you behind the wheel of a high-performance, hot-
handling jeep for an action-packed season of competition that takes you from the desert hills
of California to the mountain forests of Alberta, Canada. Playing as novice or pro against the
field or a friend, driving practice laps or completing a championship season, racing fans will
find plenty to like in Jeep Jambor
-fcoaded With
Options
Before you start the season,
you can select from a variety of
options, including difficulty
level, track display, racing
mode, and even right- or left-
side drive. Try them all out in
the Practice Mode!
52 NINTENDO POWER
No Smooth
Stretch Of Highway
JEEP
JAMBOREE
Off-Road Racing Has Its Ups And Dfewns
From the driver’s perspective, the road twists and turns,
dips and peaks like a real one would, adding to the chal-
lenge of even the short, relatively straight courses. What’s
just over the hill? You won’t know until you crest it, and
thqi you’ll have to react fast enough to keep your jeep on
the cpurse-and on all four wheels.
Expect The Unexpected
As if staying on course weren’t challenging enough, the
game also tosses obstacles in your jeep’s path. Watch out
for boulders, trees and stalled cars. Hitting trees and t .
boulders just slows you down, but hitting abandoned SS
vehicles damages your jeep.
Short Circuit
Course 1
ARCH CANYON
You can choose from among five Practice
Courses, which afe also the courses that
make up -the Short Season. They’re the
feasiest tracks you’ll encounter. When you
start the season, you’ll have to finish 10th
or better to qualify for the next race, and fop Best FdGC v
the points you earii* go towards the sea-
son’s total.
The first course is a simple oval
that takes you to the high deserts
of Utah. Put the pedal to the
medal on the straightaways.
Finish
Hfcfc
or better
to qpialifa
Course 3
-HOLE IN THE ROCK
% :■
Course 2 MAINE MOUNTAINS
It may be in the mountains, but
the Bethel track is one of the flat-
test in the circuit. The only ob-
stacles are the other jeeps.
Course 4 LOST COAST
Slow down after the long straight-
away to hold your line in the tight
corner at its end. Accelerate
quickly as you come out of it.
The next course takes you back to
the vast deserts of Utah. It’s an
oval with a tight twist that tests
your cornering skills.
Course 5
-CAJUN JAMBOREE
Get ready for a rough ride on the
ragin’ Cajun track! Pass the
others in the stretches and try to
hold your own in the curves.
f _
m
530
mwku MIJTfTTni
TRACKS
The Short Season was just preparation -for the
tougher Intermediate and Championship Sea-
' sons. The Intermediate Circuit has seveatracks,
all more difficult to negotiate than any you’ve
seen yet. Your opponents’ jeeps are beefier, an H 7 ”
making your way through traffic is harder. If
you rear-end another jeep as you’re trying to
gain a position, it’ll slow you down significantly.
^JThe skills you learned in the Short Seasoft will
put to the test on this circuit.
Course 1 — ADIRONDACK TRAILS
The map of the first track looks I
deceivingly simple. It’s an oval I
with one tight turn, but a steep I
hill climb adds challenge.
Location: Lewis County,
Course 3— PALO DURO CANYON
( Course 2 RUBICON TRAIL j
Track two is not only bumpy and
twisty, it’s all wet to boot. Watch
for closed lanes— don’t hit the
road crew’s barriers.
Location: Georgetown, CA
6 Laps of 1.115 km
y
( rv — -a
V ll V
-r 3 "1
f Course 4 —MOHAWK TRAIL ]
Head for the Lone Star State for
the third race of the season.
You can go flat out on the
straightaway, but watch for rocks.
Location: Amarillo, TX
6 Laps of 1.188 km
Tight curves and the wet surface I
keep speeds down on the Mohawk
Trail. Heavy traffic in corners
makes gaining position tough.
Location: Charlemont, MA
7 Laps of 1.079 km
Course 5-
PINE RIDGE Course 6 OURAY JAMBOREE
The roads are dry here but the I
turns are tight. You’ll have six laps I
to fight your way to a qualifying I
finish, and it won’t be easy.
Location: Shaver Lake, CA
6 Laps of 1.160
There aren’t any unexpected ob-
stacles on the Ouray track, but
the sharp corners and rough sur-
face will keep you plenty busy.
Q
Link Up With A Friend 1 Course 7
wanm t>e
Using two Game Paks and a
video link cable, you can race
head-to-head against a friend
in a two-car field. Get the
jump from the starting line to
take command, keep your
opponent from passing, and
be sure to watch out for
disabled rigs in the road.
Player
Options
, of plagws
2 pUacr link a-*—-
SBp illEjir*
The seventh course takes you to
South Dakota’s famous Black
Hills. This track races tough. It’s
steep and littered with boulders.
54 NINTENDO POWER
Championship
Season
When you’ve mastered the Short and
Intermediate Circuits, it’s time to move
on tti a greater challenge: the Cham-
pionship Season. With ten races, it’s a
longer season, and the tracks have more
twists and turns, too. Negotiating the
toucher tracks is a challenge by itself,
but there.are also more obstacles on the
Championship courses.
f Course 2— OUACHITA JAMBOREE ]
You’ll need to replace your shocks
after five laps around the steep,
bumpy track at Ouachita.
Location: Hot Springs, AR 1
5 Laps of 1.444 km 1
- -is
J
J
f Course 1 FRENCH LICK 1
Palm trees in Indiana? Sharp
turns will give you a chance to
meet them up close and personal!
Location: French Lick, IN
4 Laps of 1.274 km
y
>>
Uh
Course 4
After you snake through the I
series of twisting turns, make up
time on the long straightaway.
(
-GHOST TOWN
Location: Ely, NV
7 Laps of 1.465 km
£~
( Course 3 GREAT LAKES
Watch for closed lanes on the left,
and be ready to dodge the big
rocks on parts of the roadway.
Location: Trout Lake, Ml 1
6 Laps of 1 .433 km 1
K I' TtT~~~ - -
Course 5 — D. BOONE JAMBOREE
You’ll need all eight laps to work
your way from the back of the
pack to the checkered
Location: Lexington, KY
8 Laps of 1.324
Course 6 CANYON DE CHELLY
Rocks are all over the Canyon de I
Chelly track. It’s easy to end up I
with a broken windshield. 1
Location: Chinle, AZ
8 Laps of 1.533 km
Course 8 — SANTA FE JAMBOREE
Course 7 ROCKY MOUNTAINS
You’re heading for real jeep I
country for the seventh race!
Expect steep hills and sharp turns.
Sharp corners keep the pace I
down for the first half, but you I
can open it up on the stretch. I
Location: Santa Fe, NM
6 Laps of 11.581 km
( Course 10— PACIFIC NORTHWEST ]
The tenth track is the toughest
yet. It’s nine laps of constant cor-
nering on rain-slick roads.
Location: Yakima, WA 1
9 Laps of 1.668 km 1
m w
j
( Course 9 SHACONGE JAMBOREE ]
Eight laps on rough roads take
their toll. Avoid more damage by
dodging the rocks on the road.
Location: Murphy, NC
8 Laps of 1.417 km
With every race, you earn points towards all-
season standings. Rack ’em up and climb up
through the ranks. You can be the season
Champ!
Wave Race from Nintendo launches a new age of racing,
one without wheels and pavement, but with keels and
currents. Personal Water Craft don't handle like any other
vehicles, and that's what makes them fun. Master the
cornering and you'll make a splash on the National and
World Series Circuits. You can also race on slalom
courses or challenge up to four friends using the four-
player Game Link adapter. It won't be easy to reach the
finals. You may have to get help from a friendly dolphin to
sink the competition.
OPTIOP t IO
•> PRACTICE
MULI I RECORD
g.iaaa Nintftifin
Wove Race has all the choices you need.
ron roun
Up to four ski jockeys can race.
W l I AT TO n i DC
56 NINTENDO POWER
©1 992 Nintendo
THE
CIRCUIT
WAVE RACE
The Circuit races pit you against three other racers. You’ll
have to make several laps of the course, dodging whirlpools and navigating around
buoys. You’ll also have to stay in front of the competition. Use Turbo speed and
jumps to weasel your way to tbe front and then stay there. The difficult courses have
more frequent and sharper turns. In the World Series races, look for smarter oppo-
nents to challenge you.
CIRCUIT CIRCUS
When you win the first four races with a 550cc machine, you’ll move on to a more
difficult circuit with six races and a 650cc machine. The last Circuit features eight
races on an 800cc wave racer. The World Series has tougher opponents.
SLALOM
Slalom races consist of a series of buoy goals through
which you must pass to score a point. Some goals are scored by splitting the buoys
going north or south, while others must be split from east to west. Log booms break
up the course into sharp turns and tight spaces. What makes this sort of race so
intense is that you have to maneuver on a dime and beat the competition to the goal.
It’d be easier to wrestle an octopus.
GO THE COURSE
WIN POWER
AND GLORY
Besides the prestige and self-respect
you’ll earn from whipping the competi-
tion in a Circuit, you’ll find yourself
honored on the winner’s stand if you
earn 12 points or more. Then get ready
for the next Circuit of races.
STARTING
POSITION
The computer randomly selects your
starting position, which may determine
if you get an early lead.
The computer decides /our position.
Use the Practice Mode to learn about a
course before racing on it. If you know
when a turn is coming or where jumps
are located, you can plan ahead by cut-
ting or boosting your speed. You can
practice any of the eight courses of
either the Circuit or Slalom, and you
can drive any of the three sizes of
Personal Water Craft.
ggg
fec'onrJTs'rycouites
'M
.earn the course or
get soaked.
RilMKIMC §MD "
mf gRCUIT ^
WINNING ON THE WAVES
All racers must master basic wave strategy if they expect to win against pro competi-
tion. Keeping the water bike on as straight a line as possible is your number one con-
cern. The maneuvers listed below will also help keep you in any race, but there are
more strategies that you’ll have to discover on your own.
PRECIOUS
POINTS
Winning may not be everything, but in
Wave Race it is important if you want to
reach the next Circuit. First Place
counts for 4 points while second place
is worth only 2 points and third place is
just one point.
Cutting Corners
Controlled cornering is the key to winning on
most courses. Cut speed as you enter the turn,
then point your nose in the direction you want to
go. Finally, hit the gas to boost yourself back up
to speed. The sharper the corner, the slower you
should take it.
Cutting Competition
During a race, you can cut off the competition
when making a turn around a buoy. If another
bike is close behind you, cut close to the buoy
just as the opponent approaches. You can trap
him against the buoy, causing him to lose
valuable time.
. . to earn enough points to move on . .
VOU MUSI CEI tins
IBV BGIII M !!
Jumpin' Jack Splash
Although the jumps along the course are the
most spectacular part of bike racing, not all of the
jumps are useful. Jumps that are placed close to
turns can be dangerous, because you can jump
clean off the course. For long jumps, use your
Turbo.
The Pace of the Race
Too much of a lead isn’t necessarily a good thing.
In Wave Race, if you get too far ahead of the com-
petition, a couple of your opponents will sud-
denly have Super Turbo. Try to keep the second
place racer in sight to avoid triggering Super
Turbo. Don't let the Super Turbo option kick in. Maintain a close lead on the competitic
CLASS TRACKS
Win a Circuit and move on to the next higher Circuit and more powerful
water bikes. There are four courses on the first Circuit, she on the second, and
eight on the third. Besides turns and obstacles, look for a Dolphin for better
handling and the Octopus for the ability to steal Turbo power.
58 NINTENDO POWER
SLALOM
STRATEGIES
WAVE RACE
THE INS AND OUTS
The Slalom requires a unique strategy of its own because things tend to get crowded
around the buoy goals where you score points. Get through the goals quickly and
head for the next one. Like the Circuit races, you’ll have four, six and eight courses to
complete with the three classes of Personal Water Craft.
One's Company
When a crowd of racers reaches a goal at the same
time, everyone tries to pass through the goal buoys
simultaneously. The result can be mass confusion,
head-on collisions and wasted time. Go for the
goal on your own and head elsewhere if other
racers are likely to compete with you at a certain
buoy.
Roam Alone
The best way to have goals all to yourself is let the pack roar off on its own while you
head for goals in the opposite direction. Chances are you’ll score more points
because you’ll have less competition at any particular goal.
Jump To It
Use the jumps to leap over the booms of buoys
that separate many areas of the course. Boom-hop-
ping saves you tons of time, and that means you’ll
score more points. Practice on each course to learn
where the jumps are located and where they lead.
Remember to use Turbo when you jump.
WORLD CLASS
After winning the National Wave Race tide, you’ll move on to an entirely new series
of races, beginning with the 550cc machine and moving through two more classes.
The world class racers who challenge you are superior drivers and tacticians.
Aim for the World
Another classic arcade game comes to life on
Game Boy courtesy of Accolade. Once again,
the transition from arcade title to Game Boy
title is a smooth one. Centipede is an easy
j^ame to understand, but the theme is the key
to making it a truly enjoyable game.
©
■I
©
m
FOUR DIFFICULTY LEVELS!!
NOVICE
Choosing a difficulty level in Centi-
pede is like having a built-in stage
select. Novice Mode starts ot Level
STANDARD
Level 10 is the starting point in
Standard Mode. Beetles will start
dropping immediately. The Centi-
pedes move a bit faster here.
ADVANCED
The Advanced Mode lets players
begin their Centipede conquests at
Level 1 9. More and more Beetles
will drop.
LEVtt 19
EXPERT
The ultimate Centipede testl The
Expert Mode lets you warp to Level
28. The Centipedes really move fast
when you get to this lofty level.
leve! so
Reacquainl yourself with the gc
T T
t it t It tt
\ H T
levA I
LEV^.
60 NINTENDO POWER
Keeping the number of Mushrooms on the
screen to a minimum increases your chances of
■survival. The- Centipede will turn and drop a
notch when it encounters a Mushroom. Blastthe
Mushrooms in the lower regions first.
-T T
. *
21db
The first thought many people have
when they encounter, something threat-
ening is tp get fid of it. However, the
Spider will eat away Mushrooms on the .
lower half of the screen when it comes in
contact with them. On the other hand,
the Spider will take away one of your
“lives” if your shooter touches it. Make
the decision to shoot, or not to shoot.
’ T A
’ * -r * f I ”
* %
, 1
^ *1
f
900
8SBB*
*1516*
The Beetles that fall from the top of the
screen are probably your biggest enemies.
They carry Mushrooms and they place
them in their path as they fall. If you
shoot them once, they will stop placing
Mushrooms and fall very quickly toward
your Shooter. You must shoot twice to
get rid of them. This is hard to do at dose
range.
Centipede gives competitor's three two-
player options! Two players can use the
same Game Boy in the Alternate Mode.
Using the Game Link, two players can
either compete against each other or zap
Mushrooms, Beetles, Spiders and an
occasional Scorpion -as a team.
WHEN PRINCESS TO APS TOOL AWOKE
LAST MONTH, SHE LEARNEP THAT
MARIO HAP ROCKETEP RIGHT INTO
BOWSERS CLUTCHES ANP LUIGI HAP
POLLEP HIMSELF UP TO LOOK LIKE
HER. ALWAYS A WOMAN OF ACTION,
THE PRINCESS COOKEP UP HER OWN
PLAN FOR CRASHING THE PALACE
PARTY, ANP THIS MONTH, SHE
PE LI VERS.
ILLUSTRATEP BY CHARLIE NOZAWA
SO MANY KEYS,
SO LITTLE
TIME /
THE KOOPA KIPS ARE ON
MY TAIL-LEVS
ACT FAST /
■" dops/^
WRONG ONE.
ptppy
PINOS AUR/
SAVE THE
S/ICES
PITCH,
FLOYP.'
— Rot to worry'
I HAVE A *<
SPECIAL RATE ON KOOPA
CRISIS KITS. MY PRICE <
IS LOW, LOW, LOWfA
I THINK I BROKE'
SOMETHING...
N°o°o!
STAY RICH'
THERE !
HMMFF!
...COULPN'T BREAK OUT
OF ALL THESE LOCKS!
EVEN
HOUQINI
ANP BEHINP
POOR NUMBER
WERE ABOUT TO
BE THWOMPPD!
CHARGE 'EM,
CHUCKS' SHOW
NO MERCY/
EVEN CHAINS
CAN'T HOLP !
MIGHTY L
MARIO / //
3, 2, 1. POWN
THE //4TC/y.
WHERE ARE
WE?
PRINCESS !
ARE YOU O K. ?
REZNORS!
TO PE CONTINUED.
MEGA MAN IS
r—m
WHERE DO 1 GET THE WIRE?
1 1
^C/racHy/c/cer^^B
Y ou’ll find the Wire in the Dive
Man Stage after defeating the
second mechanized Whale.
Watch out for whale attacks. Once
Mega Bust the two Whales while dodging their
two types of attacks.
you’ve walloped the Whales, dive down
the hole in the floor beyond the place
where the second Whale attacked. This
is where you’ll find the Wire, which
Dive down the hole beyond where the second
Whale attacks. The Wire is in the room below.
works like a grappling hook. Shoot the
Wire at the ceiling and climb up it to
reach areas and ledges that you couldn’t
reach before.
Use the Wire like o grappling hook to climb up
to new areas and avoid attacks.
WHERE CAN I FIND THE BALLOON?
Q
L ook for the Balloon in the
Pharaoh Man Stage. At the
beginning of this area, you’ll
have to cross the shifting sands to the
right until you reach the hole that leads
to the underground chambers of
Pharaoh Man’s tomb. Don’t worry
about sinking into the sand. Instead of
going down into the tomb, jump
across the hole and continue right.
Here you’ll find the Balloon. Mega
Man can jump onto the Balloon and
then jump to a more distant ledge.
Use the Rush Coil to jump over the entrance to
reach the Balloon farther to the right.
Use the Balloon to reach inaccessible ledges.
Mega Man can ride on top of the Balloon.
70 NINTENDO POWER
S o you’ve reached the end of Stage
7 and defeated the Red Emperor
only to find that the Princess has
been saving a surprise for you. The sur-
prise is that you need to get the Bracelet
before you can proceed to the final area.
An even bigger surprise is that the
At the end of Level Seven, you discover that you
must start over to get the Bracelet.
Princess hid the Bracelet earlier in the
game, and that means you have to start
over at the beginning. You have no
choice in this. There is no way to get the
Bracelet during your first trip. You can
find the Bracelet in a Treasure Chest in
any of the stages. Since the Treasure
The Bracelet is on every level, in the Chest after
the one where you find the Sun Shield.
Chest items appear in a predictable pat-
tern that resets each time Arthur is hit or
begins the game with the Steel Armor,
you can judge which Treasure Chest
contains what items. The Sun Shield is
in the fourth Chest in the order of items.
The Bracelet is in the fifth Chest.
The Bracelet is most effective when used with the
better grades of armor.
HOW DO I DEFEAT THE FINAL RED EMPEROR?
N ow that you have the Bracelet,
you might as well put it to work
Use the Bracelet to defeat the
final Red Emperor you encounter on
the second trip through the game,
which is described above. Look for this
enemy in Stage 7. Since the range of the
Bracelets attack increases depending on
the type of armor Arthur is wearing, try
to have the Golden Armor when
attacking his Highness. You can pick up
the different types of armor and the
Bracelet in any of the stages preceding
Stage 7. Unfortunately, there is no easy
way to defeat this beastly baron once
you reach him. You should be aggres-
The Bracelet's firing range is greatest if you are
wearing the Gold Armor.
sive. Attack his head as often as possi-
ble. You don’t want to run out of time.
On the other hand, you have to avoid
taking too many hits. Try to get a feel
for the monster’s movements so you can
avoid being hit by the fire from his
middle face or jump over the laser
beams that shoot out from his head. If
you hold on for the win, you’ll move
ahead to the final confrontation versus
Sardius. When attacking Sardius, you
should also aim for the head. Since
Sardius is so huge, however, reaching
the top head isn’t always so easy. Use the
platforms that circle around the mon-
ster to raise Arthur to a level where you
The massive size of Sardius requires that you
jump onto a circling platform.
can attack the upper head. You’ll have
to avoid the multiple spear shots and
repeat the attack several times to win.
Attack the final Red Emperor's head using the
Bracelet. Without armor, you must be close.
Attack Sardius in the top head while trying to
avoid his damaging, multiple shots.
VOLUME 38 71
LAGOON
HOW DO 1 GET THROUGH
PHILIPS CASTLE?
Scot
Williams H
O nce you’ve managed to get
into Philips Castle from the
Elf Field, you’ll have to find a
way to go beyond it. Your first task is to hunt
down the Key of Prison. Look for it on
the first floor in a Treasure Chest. Next,
search for the Gold Armor. When you
find a V shaped notch in the lower wall
of a room, pull on the middle of the V
to open the door. Inside, you’ll find the
Gold Armor. Now it’s time to rescue
the elves from the dungeon using the
Key of Prison. If you have the Movable
Mantle, the elves will give you the Key
of Philips, which allows you to go up
to the second floor. Upstairs, look for
Free the elves in the dungeon and exchange the
Movable Mantle for the Key of Philips.
the Large Shield. Once you have the
Shield, and if you are at Level 12 or
above, it is time to attack Natela, the
winged lion. Wait for him to attack
before using your Sword. When you
win, you’ll be rewarded with the Silver
Sword. Outside, you’ll find the Right
Door leads to the Dwarf Desert.
WHERE DO I FIND THE MOON STONE?
L ook for the Moon Stone in the
fourth section of the Dwarf
Cave. Head to the right and up
until you see a cave. You’ll have to
make several jumps over a lava lake to
reach the cave entrance. Inside, on the
back wall, you’ll nouce one stone that
stands out. That is the Moon Stone.
Push the Y Button to take it, then
leave. Now go to the man in Denegel
who asked if you had seen the Moon
Stone. If you equip the Stone, he’ll give
you the Freezing Pot, with which you
can freeze lava in order to walk on it.
The Old Man in Denegel wanted to see the
Moon Stone, which is in the Dwarf Cave.
72 NINTENDO POWER
HOW DO I GET INTO THE CASTLE?
Y ou must have the Ivy Seed to
get into the Castle at the end of
the game. Look for it in the
room with two Ivy Vines in Camu’s
Cave beyond the Speaking Door. Once
you open the Door using the Ring,
make your way to the chamber with
two Ivy Vines and use the OPEN com-
mand on the right vine. After you’ve
collected the Ivy Seed, take the left vine.
You’ll find the three Dwarves. Answer
their question with a YES, then move
on to die right and jump down the hole
to the Abyss. In the Abyss, use a boat
that you find there to row along the
underground river to reach the door
that you can PULL or PUSH. Either
choice will lead you to the Casde Gate
where you’ll use the Ivy Seed. The Seed
grows into a tall vine that you can climb
to reach the interior of the castle.
TO THE CASTLE
In the room with two vines, OPEN the right
vine, then climb up the left vine.
Take the hole down into the Abyss. Use the
boat below to cross the river.
WE'VE GOT YOUR QUESTIONS COVERED
WRITE TO:
Counselors' Corner
P.O. Box 97033
Redmond, WA
98073-9733
CALL:
(206) 885-7529
Nintendo Game Play
Counselors are on call
Mon-Sat., 4:00 am to
Midnight and Sun.,
8:00 am to 5:00 pm,
Pacific time.
VOLUME 38 73
SUPER NES
Technology
Update
DIGITAL
Kawasaki Caribbean Challenge
Imagine that you have a piece of grid
paper with 61,440 squares on it. Then
someone gives you a set of 256 crayons
and tells you to create a picture by fill-
ing in the squares, one square at a time,
with one color per square. That’s basi-
cally how video game images used to be
created using character blocks. Now
imagine taking a photograph of the
image you want in your game. You slip
the photo into a digital scanner, push a
button and after a minute of humming
and flashing lights, a beautifully repro-
duced copy of the photo appears on
your computer screen. That’s how you
create a digitized image for the Super
NES. The difference is as dramatic as
that between the person who spends
hours or days painting a scene and the
person who snaps a photograph in a
fraction of a second. The use of digi-
tized images is easy, and the result more
closely matches the real world. Wel-
come to the digital age.
In the world of video games, infor-
mation has always been stored digitally
(or by using numbers), but until
recently, programmers did not have
access to enough memory or comput-
ing power to make use of the digitally
reproduced pictures that mirror reality.
The pictures that they created, although
stored in digital form, were often limit-
ed in detail because it was so time-
consuming to create pictures in the
traditional manner using screen charac-
ters, which are blocks of eight-by-eight
dots. For instance, the figure of Mario
in Super Mario Bros, was created with
simplicity in mind, but even so it was
complex and still rather blocky. Mario
consists of eight character blocks, and
each block contains 64 color dots.
Someone had to program the correct
color for every dot, just like the hypo-
thetical situation with the grid paper
and crayons. Since the Mario figure has
64 dots in each of eight characters, it
would take 512 individual steps to cre-
ate Mario. Luckily, there are paint-type
programs to make the job easier. But
imagine if you wanted bigger, more
complex characters and richly detailed
backgrounds. Little wonder that pro-
grammers welcome methods for creat-
ing images that don’t require such
tedious labor.
The blue background can be deleted from the image
once it is digitized, leaving only the bike and model.
74 NINTENDO POWER
POWER
SUPER NES
Technology
Update
NCAA Basketball
Digitized pictures are pixel-by-pixel
representations of actual photos or
frames from a motion picture. The
process goes something like this. When
a picture is placed in a scanner, photo
detectors sense the color at every loca-
tion on the scanning plate. For each
location, the scanner assigns the color a
number. When you combine all the
numbers for every location covered
during the scan, you will have the raw
data to create a digitized picture. The
process is similar to our grid paper idea,
but imagine now that each of those
61,440 squares had a number in it. Each
number represents a color, as in a color-
by-numbers picture. You must fill those
thousands of color blocks using your
256 colored crayons. Of course, the
Super NES can accomplish this task in a
fraction of a second, and that’s what
allows programmers to use digital
images to create ever more life-like
games. Like they say, a photo doesn’t
lie. Or does it?
When you see a digitized image in a
Super NES game, you might think
The image for the jump shot set up begins the jump
everything on the screen is a single pic-
ture, something like a movie, which was
filmed all at once on a set. Think again.
The ball players in Sculptured Soft-
ware’s NCAA Basketball, for instance,
are digitized figures, but the court and
scoreboard are created from back-
grounds and standard character blocks.
What you are really seeing is not one
picture, but thirteen. Each of the ten
digitized players is an individual picture.
The court is a background screen,
which rotates using Mode 7. The ball
itself is another digitized image, and the
scoreboard exists like a window, com-
pletely separated from the rest of the
screen.
So how did this conglomeration of
images get put together? The design
team at Sculptured Software took pic-
tures of a model going through all the
motions that occur in basketball, from
dribbling the ball to slam dunks. Once
they had the pictures, they scanned
them into their computer and assigned
them labels so that each image could be
called up for use in the game when it
was required. They depicted movement
through the use of sequences of images.
If you push and hold the B Button
when you have the ball, the sequence of
images that constitute the jump shot is
activated. You see the player take the
ball in both hands, stretch, then leave
the court as he jumps.
Some games use digitized images in
many different ways to create a look of
reality. The programmers of Gametek’s
Kawasaki Caribbean Challenge have
gone to extraordinary lengths to get the
VOLUME 38 75
SUPER NES
Technology
Update
Out Of This World
The model Ferrari was photographed, digitized, then
reconstructed using an editing program.
right look for their game. Not only are
the water bikes digitized from photos
of actual Kawasaki racing models, but
the interlude screens between races are
digitized as well. Rod Humble, the proj-
ect’s producer, sent a cameraman to the
Caribbean to shoot the different sites
where the races in the game would
occur. The photographer flew about
the islands shooting rolls of film. In the
game, these photos will appear between
races. The game concept is that you are
travelling from island to island and that
you’ll compete at each one, so the intro-
ductory photo shows you exactly what
that real island looks like.
Gametek also makes use of digitized
photos in its Super NES game show
Game Paks like Wheel of Fortune and
Jeopardy. Wheel of Fortune features
pictures of Vanna White (it also has
Vanna’s voice digitally recorded),
Eric Chahi of Delphine Software used many models,
including himself, when creating images for Out Of
This World.
whereas Jeopardy uses digitized photos
of host Alex Trebeck. Acclaim’s Super
WWF also uses digitized images of
celebrities.
Since many games use the 3D scaling
effects of the Super NES, often a single
digital character won’t suffice. In
NCAA Basketball, there are eight sizes
of each digital image. Players close by
are the largest size while a player viewed
at the length of the court appears tiny.
According to Brian Taney, one of the
team members working on the devel-
opment of the game, a number of inter-
esting bugs appeared during testing,
including the scaling nightmares of dif-
ferent sized players— one giant, one
puny— appearing in the same part of the
court, and player images walking
around upside down.
Before and after: the pistol began its existence as a
digitized photograph, then became an object in the
Not all digital images are created
equal. Some game images look nothing
at all like the original photos from
which they were taken. Such is the case
with Lester Knight Chaykin, the hero
of Interplay’s Out of this World.
Although the character of Lester was
derived from photos of French pro-
grammer, Eric Ghahi, the character that
finally appeared in the game looks like
the backgrounds, which weren’t taken
from digitized images at all. To repro-
duce the motion of a real human walk-
ing, running, jumping, kneeling and so
forth, Eric had himself photographed
and the photos digitized. Once in the
computer, the image was traced using a
paint-type program to create the final
game version.
Similar techniques are used to
enhance or alter digitized images. If you
were using the photo of a friend in a
game, you might want to give him a
mustache or turn her hair from brown
to purple. Such altered figures appear in
several games, including Super Battle-
tank and FI ROC. The images used by
Absolute and Seta in certain parts of
these games contained the likenesses of
famous people. In order to use the
Even a simple object such as a soda pop can
becomes a dramatic prop in Out Of This World.
76 NINTENDO POWER
The characters in WWF Super Wresriemanio are not
digitized, but they are derived from digitized video
footage for better animation.
images, the programmers had to alter
their appearances.
Another major consideration for
programmers is that many digitized
photos contain too many intricate
details and too many colors to be dis-
played at one time on the Super NES. In
order to work within the parameters of
the system, they will clean up the image,
removing excess colors. In WWF Super
Wresdemania, great care was taken to
preserve the look of the wresders’ uni-
forms, but small details had to be left
out. Since the Super NES works with a
pallet of 256 colors that can be dis-
played at one time, any colors in a dig-
ital image beyond that number must be
altered.
Not all of the visual tricks take place
in the computer, though. In Kawasaki
Caribbean Challenge, the water bikes
were all photographed in the studio, not
in the sea. Photographs were taken of
the bikes with different riders and tilted
at different angles— the angles that a real
bike would pass through during turns.
A total of 32 digital images were made
of each bike. Special care had to be
taken to light the bikes in precisely the
same way. This extra effort was neces-
sary because the different bikes can
appear together during races. If the
colors and patterns of light and shadow
were different on individual bikes,
those differences would be readily
apparent when the bikes were placed
against identical backgrounds, which is
exactly what happens during a race.
So if digitized images look so good
and are so much easier to create than
more traditional images, why isn’t
SUPER NES
Technology
Update
everything digitized? The answer has to
do with memory capacity of Game Pak
ROMs. Currently the largest Super
NES game memory belongs to Street
Fighter II with 16 megabits. A single
digitized screen, however, can use up
almost half a megabit of storage space,
and that has limited the use of digital
images so far. With the advent of CD
ROM, much more digitization will be
used in future games. The CD ROM
format will allow hundreds of digitized
images, digitized sound, music and
voices, and in some games you’ll even
see video or film sequences digitized.
Where the portrayal of reality is con-
cerned, as in sports games or games
based on movies or real events, the
future certainly belongs to digital appli-
cations. Even puzzle games and animat-
ed games benefit from digitized sound
and images. The new technologies like
CD-ROM, and the sophistication of
programming are moving video games
toward the point where very soon you’ll
be playing games that are indistinguish-
able from live TV broadcasts, except
that you will be in total control.
WWF Super Wrestlemania
VOLUME 38 77
What unnamed horror waits at the top of Drokmar
Keep? You'll have to pass through more than 50
stages of Capcom's Magic Sword to find out. This
is the same great action game that debuted in the
arcades, only now you have extra game options
plus a stage select for the lower levels.
THE WARRIOR
The Warrior, your main hero in the
tower, wields a magic sword and casts
powerful spells. He must find the evil
Blackorb and destroy it to save the world.
By freeing captive Helpers from dungeon cells and
winning powerful weapons and magic, the Warrior
ascends the tower step-by-step. Set between himself
and the final menace at the top of the tower are a
host of monsters, undead ghouls, evil warriors,
magicians and dragons. Luckily, each stage is short.
Some items discovered along the way boost your
failing reserves. Many Treasure Chests reveal Keys
and other items, but some are traps. Also beware of
the Guardians who hold the swords of power. You
cannot move forward unless you defeat these
mighty foes and take their swords.
KEYS TO SUCCESS
Use the Keys found in Chests to open the dungeons
and free one of eight different Helpers. The Helpers
range from the brutish Big Man to the cunning
Wizard. Each one has several attack modes using
weapons and magic. Some of the Helpers, like the
Thief, have even more special abilities. You can
switch from one Helper to another along the way,
but you’ll have to learn which Helper is best suited
for each stage. Always take a Helper with you to
battle the Guardians.
TREASURES AND TRAPS
BIG MAN
This neanderthal throws a boomerang
axe. His strength and stamina are
legendary, but he isn’t a powerful user
of magic spells.
Most of the Treasure Chests
contain useful items such as
Keys, Food, Magical Items, and
Power-Up Hearts, but some of
the Chests trigger a hidden trap
that blasts you with fire or
unleashes a hail of stones. Invis-
ible Chests are discovered auto-
matically by the Thief if he is
traveling with you. Since the
contents of a Chest appear at
random, you must always be
careful when opening them.
Most chests have useful items, but always
SUPER NES
of stepping into a trap. To be safe, stand to the
side when you open the Chest.
KEY
ALLIES IN THE TOWER
Although the Warrior can bulldoze his way
through most of the lower stages on his own,
you’ll find that Helpers greatly increase your
chances of success. Not only do you increase
your firepower by having a two-character party,
you often gain extra abilities such as the use of
the defensive bubble of the Cleric or the back-
fire shot of the Lizardman. One of the Helpers
is usually best suited to a stage. Use the maps to
choose which Helper you’ll take with you.
B
BIG MAN
A
AMAZON
K
KNIGHT
N
NINJA
W
WIZARD
C
CLERIC
T
THIEF
L
LIZARDMAN
AMAZON
The Amazon is 'a
fierce woman-war-
rior who fights with a
crossbow. Her cross-
bow shoots flaming
bolts at higher levels.
She. is swift but lack-
ing in power.
TO GUARDIAN ►
NINJA
The Ninja throws a volley of two to five
deadly stars, which bounce off the walls and
ceilings. He is fast but not terribly powerful.
T /
K
1 _
[
80 NINTENDO POWER
MANTICORE
The Manticore con-
The Knight is armed
with a spear and
proves himself to be
one of the strongest
but you
him until
the 9th Stage.
sists of the body
parts of many beasts,
but it has just one
purpose. Duck under
it when it jumps and
watch out for its
breath of fire that
spreads along the
ground.
DRAGON
This Guardian says that it is of the line
of the Great Dragon. It flies back and
forth. Like most dragons in the tower, it
shoots blue fire. Kneel to attack it.
INVISIBLE CHESTS
These Invisible Treasure
Chests are hidden through-
out the towar, but unless you
know how to find them, it
will be as if they never exist-
ed. You can take the Thief
along so the Invisible Chests
will appear automatically.
Alternately, you can swing
your sword in the air and if it
hits an Invisible Chest, the
Chest will appear.
If the Thief has joined you, you'll automat-
ically find the Invisible Treasure Chests
just by passing them. Without the Thief,
finding the Chest is difficult.
81
WIZARD
His attack is powerful, but his body
can’t take much abuse. His lower
level magic consists of spinning
orbs. Use the Wizard’s upper level
magic to bowl down groups of
enemies.
Possession of the Scroll
increases the likelihood
of receiving items from
defeated opponents.
If you have the Crystal
Ball, you'll find Invisible
Treasure Chests even
without the Thief in
party.
MAGIC ITEMS
Many of the Treasure Chests contain Magic Items that can be useful to
your Party during battle. Other Magic Items can destroy all enemies on the
screen or give you temporary invincibility.
STAGE 11
"it* t v 1 7. J
...
MANTICORE
This second Manticore
behaves the same as the
first. By staying close to
the monster, you’ll avoid
its flaming breath. Use
magic to attack it in the
82 NINTENDO POWER
DROKMAR KEEP: THE UPPER FLOORS
As you climb ever higher in Drokmar Keep, more enemies will assail you
and your ally. At this point, the choice of an ally becomes more important.
When you haven’t visited a stage before, take a Helper with a potent
attack such as the Wizard or Lizardman. Move quickly, avoiding damage
whenever possible, and open all Treasure Chests that you pass.
STAGE 13
STAGE 14
STAGE 15
THIEF
The Thief uncovers hidden Trea-
sures and Traps. His skill can save the
Warrior much injury. In the upper
levels, the Thief’s bombs shoot
upward and spread out.
Is there no end to this tc
and fight until the BlacI
action. The Warrior and
levels, and you’ll contir
enemies, however, have
:p keeps going up
wer? Stage after stage, you must continue to climb
:orb has been destroyed. There is no letup in the
his allies increase their attack abilities in the upper
iue to collect even more powerful swords. The
also grown in strength and numbers.
I
LIZARDMAN
»Jhe Lizardman has superior
:ngth, speed and attacking
ver, but you have to bribe him
with a Diamond Ring in order
for him to become your ally.
DRAGON
STAGE 36
The keeper of the Great
Sword is another dragon that
attacks with blue lightning as
it flies back and forth.
MANTICORE
STAGE 49
The Manticore has waited
ages for a sacrifice. It leaps
and throws flame like its pre-
decessors lower in the tower.
LORD DROKMAR
STAGE 50
You’ve climbed far and suffered long to get
here. Now you’ll have to fight like there’s
no tomorrow. Indeed, if you lose, there will
be no tomorrow.
A GLOBAL BATTLE!
Eight of the world's best
fighters have been accept-
ed into the legendary
Street Fighter competition
by Capcom USA. They will
go head-to-head against
each other plus four other
martial arts masters. The
anticipation for this event
is running extremely high!
Ken and Ryu will make an
appearance. Chun Li is ready
to jump on a plane. E. Honda
and Zangief are in it largely
because of their large size.
Blanka and Guile have their
own reasons for entering. It
was a stretch for Dhalsim,
bur het.made it. The Street
Fighter tournament is on!
SUPER ne:
A former member of the United States
Special Forces, Guile entered the Street
Fighter competition to go after a man
known only as M. Bison. Guile will cer-
tainly have his work cut out for him.
However, withtiis combination of Spe-
cial Forces fighting techniques and
Southern street smarts, Guile may have
just what it takes to reach M. Bison, the
final fighter. It appears that Guile has
taken his weight-training very seriously.
He’s extremely buffed up!
-PLAY AS GUILE „
Hand-to-hand military Gpmbat training
requires soldiers to become equally
adept at using their arms and legs. Guile
has extremely quick hands and can
throw several short jabs per second,
also has some devastatingly fierce kicks
in his extensive bag of combat tricks.
Use the Somersault Kick against an
opposing fighter if time permits.
PLAY VS. GUILE
From his experience with breaking the
sound barrier while flying fighter jets,
Guile learned how to control his body to
create a “wave” of sound. His “Sonic
Boom" is hard to defend against, but anti-
cipating it and then jumping over the
wave is the best strategy. Ken and v Ryu
can defend against Guile’s Somersault
Kick by executing a Shouryuken.
Guile is stationed at a U.S. r
in the Southeast. Several of
84 NINTENDO POWER
fP fP ft fP fP <fP fP fP fP fP fP fP fP fP fP fP'wP TP fP
STRAIGHT FROM THE OLD SCHOOL
An American from the northeastern
region of the U.S., Ken studied martial
arts in Japan along with fellow student
Ryu. Having perfected their skills
under the same instructor, Ken and
Ryu are very much alike in their abili-
ties and techniques, although Ken may
have a slight edge in sheer power. An
extremely potent combination of
strength, speed, ^chnique and finesse
makes Ken one ofthe most well-round-
ed fighters in the tournament.
Ken knows several very impressive
karate moves: the Ha dou ken,
Shouryuken and the Hurricane
PLAY AS KEN
PLAY VS. KEN
If you are a newcomer to the Street
Fighter scene, Ken is a very good choice
of fighters to staff off with. He is fairly
easy to control and his moves are pro-
bably ' the most recognizable to
someone familiar with karate. Ken is a
good jumper and has good leg strength,
so executing jumping kicks is a safe bet.
When Ken is descending fron\ his
powerful Shouryuken move he is the
most vulnerable to counterattacks. A
yvell-timed, well-placed kick or strong
punch will most certainly double Ken
over and cost him precious energy.
Press Right, then Down, then Down and Right
the some lime while pressing a Punch Button f
the Shouryuken. For the Hurricane Kick, press
Down, Down and Left, then Left with a Kick
Ouch! The
A Flying Kick ond a quick Slide Kick are both excellent
offensive ond defensive moves. Ken can execute these
and other similar moves with the greatest of ease.
STREET FIGHTER n
THE WORLD WARRIOR
85
CHINESE
MARKETPLACE
Since Chun Li’s kicks are her best
form of attack, she should be in a
position to use them most effecti-
vely— in the air! Practice kicking an
opponent while you are landing on
them. By pressing a Kick Button as
quickly as possible, Chun Li’s foot
will move so fast it becomes a blur.
This is the Lightning Kick. Several
quick hits can be scored with this
powerful kick.
Chun Li chooses to host her battles on a street in the
very same neighborhood where she grew up. Some
of the onlookers are members of her family.
■PLAY AS CHUNU
Use Chun Li’s speed aqd agility to sef
up your opponents. One of her favorite
tricks is to jump over an unsuspecting
opponent and then attack them from
the back. Chun Li’s Lightning Kick is
apdy named— it’s as fast as lightning!
Use it whenever possible. .
PLAY VS. CHUNU
To counter Chun Li’s speed, your char-
acter must quickly anticipate her moves
and act accordingly. She will try to
attack when she’s in the air, so move
^away from her when she jumps. Don’t
even think ofjconfronting her when her
Lightning Kick is in effect!
Chun Li has been in training since she
was a youngster growing up in her
native China. The moniker of “The
World’s Strongest Womati” has been
given to her by many martial arts
experts and instructors in her home
country. She has something to prove to
the rest of the world and she also has
revenge on her mind. M. Bison will be
the target. Chun Li’s jumping ability,
foot speed and agility are simply unri-
valed by her peers...and they know it!
86 NINTENDO POWER
<JOOOOOO<J<JQ oooo oooooo
Zangief is power personified. This
hulking Soviet has never met a grizzly
bear which he couldn’t defeat in a
wrestling match! His many scars are a '*
visible testament to multiple meetings
with the ferocious beasts. Zangief s
speed doesn’t even come close to
matching his strength; he’s very slow.
However, the nature of street fighting
requires a competitor to be near their
opponent, so Zangief’s ,not too wor-
ried. A
PLAY AS ZANGIEF
When Zangief was wrestling 'grizzly
bears he found that if he held , them
tightly they couldn’t use their claws to
fight back. If you manage to move Zan-
gief in close to an opponent he’ll be able
to grab them and use one of his crowd-
pleasing wrestling moves to slam them
to the ground. Zangief also likes to trip
up his opponents before moving in.
PLAY VS. ZANGIEF
One of the best defenses to use against
Zangief is a strong kick to his paid-sec-
tion when he is approaching,^5u. Make
sure to kick him before he. gels' too close
or he may grab you and throw you
down to tbe ground. Duck down when
he throws his Spinning Clothesline
punches to avoid them. Hit him with an
uppercut wheri he’s finished spinning.
SUPER NES
87
A VERY WELL-ROUNDED FIGHTER
Ryu is a very focused fighter. The only
thing he truly cares about is winning.
He and Ken have dueled many times,
especiallyjvhen they were in training
together. They were goo'd friends in
Japan, but have grown apart since Ken
moved back to’ the States. Ryu is a bit
older than Ken and he may be slightly
quicker. Ryu loves to surprise his rivals
by unleashing several lightning-fast
moves in succession. His precise tech-
nique allows him to recover very
quickly.
The consummate karate expert,
Ryu dazzles with his fantastic
moves.
Ryu executes the Ha dc
Shouryuken using the sc
which Ken uses for thes.
that they use the same I
had the same instructor.
-PLAYASRYO
Ryu can and will attack, any part of
his opponent’s body at any time. The
Shouryuken and rapid jab punches
are some of his specialties. If timed
correctly, the Shouryuken is one of
the most powerful moves any fighter
can hope to possess. Like Ken, Ryu
loves to use the Flying \Kick to fend
off attacks.
PLAY VS. RYU
Ryu is susceptible to, a great amount of
damage if he js hit after attempting a
Shouryuken. This is why timing is so
important when defending against this
powerful move. If Ryu misses with the
Shouryuken, move in quickly and attack.
Ryu will often throw several Ha, dou
ken’s in succession. Back up and jdttip
over the fireballs to avoid them.
Ryu trains so much, he literally lives in his dojo!
special fighting platform has been constructed fc
Street Fighter competition, though.
88 NINTENDO POWER
UUUUUUUUUU UUUUUUUUUQ
HO
DA
SUMO WRESTLER EXTRAORDINAIRE!
STREET FIGHTER n
THE WORLD WARRIOR
A low Sliding Kick is a relativ
off of his feel. When he’s dow
at E. Honda re
Does the E stand for Enormous? Quite
possibly. E. Honda is the heftiest com-
petitor in the Street Fighter competi-
tion. His hulking body is both an asset
and a hindrance. He can withstand a lot
of abuse, but is slow of foot. E. Honda is
what ajl Japanese Sumo wrestlers aspire
to be...the best. He thinks that it’s only
natural for a Su>|o wresder to become
the world’s great esrfighter. This water-
ed-down theory may bejhe result of
taking too many hot bathsj
PLAY VS. E. HONDA
If you try to jump over E. Honda, he is
likely catch you with an Overharfd Chop.
Chun Li is the only character who seems
to have any luck jumping over him. One
of his favorite moves is to block your
attack and then quickly use one of his
Sumo Head Butts. Use a Sliding Kick to
knock him off of his feet.
PLAY AS E. HONDA
Don’t waste any time when using E.
Honda as your fighter. Move right in and
go for the big moves. The mighty Hun-
dred Hand Slap and Body Tosses are E.
Honda’s spedaides. E. Honda is good at
recovering quickly if he’s knocked down.
-PLAY AS BLANKA
Blanka’s quickness is by far his best ally.!
He can use fast moves to catch his
opponents off guard. He has tremen-
dous reach with his attack moves. The
Scratch Attack consists of a short jump
and a quick punch: It doesn’t really do a
lot of damage, but it’s effective in back-
ing up an approaching adversary.
Blanka loves to use low attacks.
Let’s check out some of Blanka’s
extraordinary moves.
It may seem like Blanka is out of con-
trol most of the time, but that’s just the
way he fights. He thinks it confuses his
opponents. If you want to see one of the
goofiest looks ever, give Blanka a hard
kick to his mid-section. His facial
expressioruis hilarious!
Hold Down and Left for
Right plus a Punch Buttor
Attack.
BRAZILIAN VILLAGE
BLANKA
A BRAZILIAN NIGHTMARE
When Blanka was very young, a plane
he was riding in crashed in the Brazilian
jungle. He was raised in the jungles by a
pack of wild animals. To keep up with
them, he had to move very fast. Blanka
is very animalistic in his fighting tactics.
He has the ability to control surges of
electricity in his body. The lightning
storm which caused the plane to go
down is the source of this strange pow-
er. Blanka’s body has been mutated
from electrical surges.
Blanka likes to have an audience when he fights. He
makes his way into the Brazilian village which he and
PLAY VS. BLANKA
90 NINTENDO POWER
In his battles, Dhalsim relies on a com-
bination of intense meditation and
intense indigestion caused by overdosing
on his favorite food seasoning, curry.
PLAY AS DHALSIM
Dhalsim has studied the
ways of Yoga since he was a
small boy growing up in
India. He is considered by
many to be one of ffrelore-
most Yoga Masters in the
world. His methods of attack
are the most varied of any of
the Street Fighter competi-
tors. He is extremely thin.
Even though we don’t know
her exact weight, Chun Li
probably weighs more than
Dhalsim. His Yoga stretching
techniques allow Dhalsim to
execute some staggering
long range .attacks. He can
extend his arms and legs to
almost three times their nor-
maT length. It’s/ truly an
amazing sight to behold!
A feet-firsl or head-first Corkscrew Attack
depends on whether a Kick or Punch Button
was pressed at the height of his jump.
PLAY VS. DHALSIM
Dhalsim is not one to attack hastily. He meditates, concen-
trates and- then initiates his attacks. When fighting against
Dhalsirflj take advantage of him by going in for a quick
attapk.IJuinp attacks tend to work well, although Dhalsim can
defendVa jump attack with a well-timed kick. Dhalsim can
slide under fireballs and also slide to attack a rival. In fact, he
often uses three slides in a row. Jump over him if he slides
toward your fighter. \
\y
A quick attack from above can be very
effective against dhalsim. Remember to
watch out for his extended limbs,
thoughl
Dhalsim usei'a sliding technique to his
advantage. He can avoid fireballs and
also knock an opponent to the ground.
A group of elephants are the only onlookers in the
temple as Dhalsim meditates on what strategies he
will use on his next challenger.
SUPER NESI
o o o o o o e o n c oococcooor
Sagat was a' former Street Fighter cham-
pion, but R/u put an end to his reign. It
was an impressive victory for Ryu. The
most memorable Shouryuken Ryu ever
executed left Sagat with a scarred chest.
This time, Sagat has vowed to get
revenge against
Ryu and all other
challenger?. His
Tiger Uppercut is
said to be more
powerful than a
Shouryuken. Is
it?
The Tiger Ball Is Sagat’ s
answer to a fireball or flame
It’s created from the sheer
forte of his voice and fists.
Sagat is extremely vulnerable
to attack when he descends
from executing a Tiger Upper-
cut. He can easily be thrown.
There are two bonus stages during
the Street Fighter tournament. The
first is presented to you after your
character defeats five other fighters.
The second, after you’ve defeated
Balrog. The object is to destroy all
the bricks in the first and to reduce
the car to a heap in the second. You
will be timed.
two-player fea-
ture! Playing
against the com-
puter is fun, but chal-
lenging a friend is
totally cool! Who will
you choose?
For a handicap, a player can si
the Attack Level of their fighter.
You can choose any back-
The computer will keep track of each
fighter's Win/Loss/Draw record while
in the VS. mode.
aT
N VS. MODE 1
Iff 3
Street Fighter II
i has an awesome - >, H
93
NCAA
It’s fast. It’s hot. Your eyes will pop and your mind will spin. It’s NCAA Basketball from Nintendo,
and you’ve never seen anything like it— except the real game. Spectacular Mode 7 programming
keeps your focus on the ball for a super sensation of being part of the action. For one or two players,
it’s the home court advantage in your very own home.
BEFORE THE TIP-OFF
NCAA Basketball gives you
plenty of options off the court
as well as on the court. Play an
entire season, a single exhibi-
tion game, one or two-players,
or check last season’s stats of
your favorite team.
One-Player
Exhibition
This is you against the computer. Pick
your team and your opponent, then
set the time length and difficulty.
Two-Player
Exhibition
Go for it in head-to-head, in-your-
face competition. You and a friend
each choose a team, then go for it.
One Player Season
Play an entire conference schedule
against computer-controlled teams.
Set your sights on the Final Four.
Password Entry
Playing an entire season takes time.
Passwords let you play whenever you
Team Statistics
Check out player stats from last year.
The stats are a good indicator of a
player's skills on the court.
So what happens
after the Tip-
off? You’ll run
your offense and
defense using a
wide range of
formations that
can be selected at any time during the
action. What’s the action? Passing,
dribbling, shooting, setting up plays,
setting picks, stealing the ball and
blocking shots. That’s just the basics.
You can also change Team Options dur-
ing a time-out, or substitute players
who’ve run out of steam. It’s all here.
94 NINTENDO POWER
OFFENSE
3-POINT SHOTS
B Use team stats to deter-
mine which players shoot
the highest percentage
from the field. If their sta-
tus is Fresh or Hot, shoot
from the perimeter.
Stuff the ball five ways, including
a Two-handed Dunk, a Reverse
Slam, a Hang-time Dunk, Turn-
around Stuff and a One-handed
Sky Dunk.
OFFENSIVE
PLAYBOOK
The Give and Go spreads your players
around the perimeter of the court. Quick
passes and cuts are necessary to find an
opening or mismatch. Since most
defenses concentrate on blocking the
area of the
Key, there is
The Stack Offense "stacks" players on
one side of the court. There are two
main benefits. One, the "unstacked" side
is open for one-on-one maneuvers, and
two, you might be able to use players as
picks on the
"slocked" side.
The downside
be hard to see
who’s who in
the Stack.
The Spread Offense puts players at
four widely separated corners with the
Point Guard at the top of the Key. You
can use this set to kill the clock or
spread out the defense. If you switch
from this set
to the Double
Low, look for
a player to
come open
underneath
the bosket.
The Double Low formation places a
Center and Power Forward on either side
of the basket. The idea is to feed them
the ball for the easy lay in or dunk.
Watch out for o Three Seconds in the
Key penalty, or
for Offensive
Charging. If the
Center draws
heavy cover-
age, shoot from
outside.
The High-Low Offense offers many
possibilities, but it requires precision
passing in an area that is usually
congested with defensive players. The
man at the top of the Key controls the
play. Don't
discount
shooting from
the free throw
line. Most
The 2-3 Set Offense spreads the attack
across a wide front. The idea is to keep
the area under the basket relatively free
of defensive players. This offense won't
accomplish much against a zone-type
defense, but is
great against
an aggressive,
defensive
team.
The 1 -4 Set places the Point Guard in
the middle and in control of the offense.
The four other players will try to break
free while the PG looks to pass them the
ball. It’s important to make sure your
■ passing lanes
I are safe (look
DEFENSE
STEALING THE BALL BLOCKING SHOTS
Turnovers are the way to win big. You’ll get
turnovers by pressing aggressively while try-
ing to steal the ball. The Referees are very
forgiving and allow you to maul the ball
handler almost at will. Press hard at every
point. Never let up.
Blocking shots takes luck and
, a .H liming. You have to guess when .t
player will shoot, then time your
H own jump to reject the ball. Half
H the battle is being in good posi-
tion. Stay in your man’s face!
DEFFENSIVE
PLAYBOOK
The 2-3 Zone presents a strong defense
in the middle and the comers to prevent
penetration to the basket. You are also
well positioned to apply pressure to
outside shooters. Make sure you switch
to the man
The Triangle and 2 Defense is a partial
area of coverage in the middle. Use
this formation to put extra pressure on
your opponent's hottest players while
closing down
the passing
lanes through
the Key. If you
The Diamond and 1 Defense is used to
shut down a single star performer by
placing one player in tight, man-to-man
coverage while the other four players
close off the middle. This forces the
The 1-3-1 Zone Defense stacks three
defensive players in the Key and works
well against the High Post option of the
High-Low Offense. You'll have to watch
out for penetration from the comers
and the easy
unchallenged
3-Poinl shot
outside.
The 1 -2-2 Zone works well against a
team in the Spread Offense by keeping
the offensive players shooting from far
away. On the other hand, a good ball
handler can break through the zone and
into the Key .
or hook shot
Always match
your defense
to the offense.
The Man-to-Man defense pairs each
defensive player to an offensive player.
If you want hord-nosed, aggressive play,
ond maybe some turnovers, this is the
The Pressure Defense is even more
aggressive than Man-to-Man, but you
will have to substitute often to keep Fresh
players in the game. The benefits of the
Pressure Defense ore numerous turnovers.
SUPER NES
95
COACHING OPTIONS
CALL TIME OUT
Call an official Time Out to rest your players, or go to the
Coach’s Screen to make adjustments without calling Time Out.
VIEW
VIEW GAME STATS
Check on player stats for the current
game. It’s great for comparing who’s
hot and who’s not. Points scored,
rebounds and fouls, as well as status
(whether he’s Fresh, Hot, Tired or
Weak) are shown.
VIEW SEASON STATS
Season Stats are a good indicator of a
player’s overall ability. The Stats
shown, however, are not compiled
from the current season as stated in
the manual. Use this screen like a
scouting report.
CHANGE PLAYERS
Substitute your players when they get tired. The Change Players
option lets you rotate your roster to keep them fresh.
TEAM OPTIONS
SWITCH
DEFENDER
ON PASS
The gome automaHcally shifts your control to
the player covering the ball handler. The often
constant switching can tie confusing. Look for
the arrow indicator to spot your player.
DON'T
SWITCH
ON PASS
There's something to be said for switching
between your defensive players manually.
You can wait for a play to develop before
switching control to the key defensive player.
FASTBREAK
If you select Fastbreak, your Guards race
down court when the opponent shoots. The
idea is that they will be open for the long
pass If you snag the rebound.
DON’T
FASTBREAK
The downside of calling for the Fastbreak is
when you fail to get the rebound. Suddenly,
you have two players out of position and
your opponent outguns you five to three.
CRASH
THE
BOARDS
This option commands all of your players to
try to get the reEiound when you're on
offense. If you grab the rebound, you'll be
able to shoot again or tip in the ball.
DON'T
CRASH
THE BOARDS
If all your players crash the boards, but fail to
get the rebound, your opponent can make on
easy score, especially if he or she has
selected the Fastbreak option.
WINNING STRATEGY:
WINNING STRATEGY:
WINNING STRATEGY:
TOOJUiGKLSMVL 0.> Mil vSI
6 ' »,t . ,
y
' v <_ ^ ^
Press aggressively at all times and try to get
the steal. This includes pressing in the back
court when your opponent inbounds the ball.
You'll make far more steals and turnovers than
fouls. Press hard under the basket and try to
block shots.
It's down to the final seconds and you need
time to plan your last shot. What do you do?
Take the ball to half court, then call Time Out.
After choosing your best shooters, inbound
the ball at half court. Your best percentage
shot is from the top of the Key, with the basket
The easiest shot to make is the Slam Dunk, but
you have to get the ball close to the basket.
Look for the safe pass under the basket or for
an open lane. Against zone defenses, you can
usually get around defenders by repeatedly
dribbling straight at them, then at a right
WINNING STRATEGY:
WINNING STRATEGY:
WINNING STRATEGY:
UyflAlabana
ItttJICrinson Tide BdCrmsnn lidt
Coach's Screen
2S~.. , . '
i ,, I'l ; ; J-.;. ' v-\
■ ■ , " - ,
' • X X
Keep your players at the Hot level of play by
calling Time Outs to rest Hot players and sub-
stitute Fresh players. Don't substitute your
entire squad at one time. Check player stotus
often and substitute as soon as a player
becomes Tired.
You can change play formations during the
game by pushing the Left Button, but it can be
tough to watch the action on the court and
choose a play at the same time. Instead, push
Start to Pause the game, then select the play
When your opponent goes into a stalling
game to use up time on the dock, you can
either wait 45 seconds for the shot or you can
try to steal the ball. Even if your steal attempt
fails and you cause a foul, you II have a
chance at the ball. Choose the Pressure
96 NINTENDO POWER
THE CONFERENCES
The five conferences included in NCAA Basketball compose a great cross-section of college
basketball. Since the strengths of each computer team are programmed to match the actual
teams (as seen over several seasons of play), you’ll find the conference action closely simulates
actual conference play. For example, the ACC is a real powerhouse conference. If you win
there, you stand a good chance of winning the Tournament.
ANTIC COAST
m m m a
Traditionally, the ACC is one of the hot-
test conferences in the nation. At the top
of the heap, the Duke Blue Devils are just
as awesome in video form as they are in
life. The Cavaliers of Virginia and both the
Tarheels and Wolfpack from North Caro-
lina play a tough game. Georgia Tech,
Maryland, Clemson, and Wake Forest-
round out the ACC.
BIG EAST
1
:
THEASTERN
THWESTERN
The Big East may have even more strength
than the ACC. It certainly has a better bal-
ance. Georgetown, St.John’s, Syracuse, Vil-
lanova, Providence, U. Conn and Seton
Hall have all been visitors to the NCAA
Tournament. The Pittsburg Golden Panth-
ers are also hot, but if you choose Boston
College, you’ll have a real challenge win-
ning this conference.
Look for the Alabama Crimson Tide, the
University of Kentucky, LSU, and Missis-
sippi State to lead this conference. Vander-
bilt and Georgia could be breakthrough
teams while Auburn, Florida, the Missis-
sippi Rebels and Tennessee Volunteers
have got their work cut out for them. Of
course, if you want a challenge, try to win
the conference with a weaker team.
The University of Arkansas Razorbacks
are the class act of the SWC, but the Long-
horns from Texas and the Horned Frogs of
TCU are solid teams. The Houston Cou-
gars are sort of a wild card team. After that,
the quality falls off dramatically. If you
want to win with Texas Tech, Baylor, Rice,
Texas A&M or SMU, you’ll have to play
some inspired ball.
■ THE BI G EIGHT
Kansas and Nebraska sit atop the Big Eight,
but Oklahoma State, Colorado, the Okla-
homa Sooners and Missouri Tigers are all
good teams. Kansas State and Iowa State
don’t have the speed to run with this pack.
The Big Eight teams may have a tough time
with the powerhouse schools from the ACC
and Big East.
SUPER MES
98 NINTENDO POWER
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. PRE- OWNED FT a
POES H£ 0R£A I HE
FIRE OR 15 H*
SUKNEP OUT?
5 A PRAGON,
.'^‘" T H£7 .
r WHY PONT YOU
HAVE R LOOK RT
THE5E NEW flaw-
's, PROOF SCALES. -
' I'VE 5EEN ^
MOKE flRN\BS
FRO/A f\
. BIRTHPRY m
VY. CANPLE. ^
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IHAT'S Hie
5M0K5 SCREE N.
^ PIVE BOMB 1HA r
PRAGON BELOW US.
AWP LET'S SEE 50WE
v FIREWORKS a
p RA 60 N 5
WHOAJ
STOP.'
POWN,
r MY >
TONSILS
qR£ SORE,
. RHC>,.. .
''THAT pragon \
YOU SOLP ME
COULPN'T TOAST
A MARSH MALLOW.
so r y
N. HIM.
^YOU^
PIP
WHAT?)
IF WE FLY
TOO LOW, WE
MIGHT CRASH
INTO HILLS OR
TRESS. THE VIEW
MUCH NICER
K UR HERE.
WHAT \
/"IRE YOU N
’IFF TIE MAGIC
• .'-eh? y
"' A I'LL ^
GIVE HIM
, POWM!
. Boy -t4W
Mi F t f(o tf&FoSk
jra^ 7
BL1/^ J 'THAT kip ^
HT | ( REALLY BURNS )
HL aiX. me up.
100 NINTENDO / •>" . k
I ACTRAISER
Daved Smedley Ashdown, AR Finished
Scott Aaronson Washington Crossing, PA Finished
Ryan Patti Littie Ferry, NJ Finished
Dana Wikner Harrisburg, SD Finished
Joseph Hardy Brigham City, UT Finished
Michael Patterson Benicia, CA Finished
BATMAN:
RETURN OF THE JOKER
Brad Duguid
Brian Annis
Coby Glass
Derik Davis
Frank Santoro
George Yendel
Jason Paseka
Victoria, BC
Lansing, Ml
Bedford, Ml
Albuquerque, NM
Jamaica, NY
Birmingham, AL
Fremont, NE
Finished
Finished
Finished
Finished
Finished
Finished
Finished
ICASTLEVANIABZI
Thomas Wilsey
Sidney, IL
Finished
Evan Christean Salt Lake City, UT
Finished
Betty Bartel
Mentor, OH
Finished
Daniel A. Nagel
Cheyenne, WY
Finished
1 DR
. MARIO
Randall Hand
David Aplin
Annie Wendell
Ruben Torres
Adam Coleman
Meridian, MS
Clio, Ml
Chicago, IL
New York, NY
Wauseon, OH
6,617,100
1,215,400
508,600
318,000
255,400
DUCK TALES
Andy Gilderon
Angela Perdona
Portland, OR
San Francisco, CA
Finished
Finished
Bobby Gray
Greg Near
Corpus Christi, TX
Mukilteo, WA
Finished
Finished
1 FINAL FANTASY II!
Vicky Hansen
Melcher Fabi
El Monte, CA
San Leandro, CA
Finished
Finished
Robby Gray &
Greg Chaffin
Joshua Scurran
Stoneville, NC
Finished
Finished
Tom Hoepf, Jr.
Jeremey Scott
Tiffin, OH
Lorain, OH
Finished
Finished
ITHE FLINTSTONESl
Sharon Edelman South Euclid, OH Finished
Jason Noack Batavia, IL Finished
Adam Kirk Louisville, KY Finished
Eric Ayotte Prevost, PQ Finished
Eric Menzie Springfield, NJ Finished
Kurt Williams Altoona, PA Finished
I HOME ALONE
Chris Grimes Lebanon, IN Finished
David Patterson Canton, TX Finished
Edgar Maldonado Freeport, NY Finished
Jordan Gastwirth Moorpark, CA Finished
Koji Fox Aloha, OR Finished
JOE & MAC:
CAVEMAN NINJAS
Justin Street Tacoma, WA Finished
Stephen LeBlanc West Wego, LA Finished
Trevor Bandor Newark, NJ Finished
I MEGA MAN EZ I
Allen Dajao Vallejo, CA Finished
Ashley Frohwein Atlantic Beach, FL Finished
Chris Koenig Pipersville, PA Finished
Dan & John Ross South Zanesville, OH Finished
Hugo Legare Cambridge, ON Finished
James Stierman Dearborn Heights, Ml Finished
Jason Sico Scranton, PA Finished
METROID D:
RETURN OF SAMUS
Chris McEacham Dalton, GA Finished
Duke Goodman Milan, IL Finished
Jeff Smith Lakewood, NJ Finished
Noel Kukucka Lorain, OH Finished
Richard Dixon Selden, NY Finished
THE SIMPSONS:
BART VS. THE WORLD
Ryan Bangert Green Bay, Wl Finished
Matthew Davidson Baltimore, MD Finished
Adam Warren Eureka, CA Finished
Sei II Im Woodside, NY Finished
SPACE SHUTTLE
PROJECT
David Howell Ooltewah, TN Finished
Jake Little Jackson, MS Finished
Kirstie Davis New York, NY Finished
Mike Sorice Houston, TX Finished
Tim Herschbach Grove, OK Finished
I STAR WARS I
Lucas Phillips Nicholasville, KY Finished
Andrew Jackson Lafayette, LA Finished
Brett Robinson La Plata, MD Finished
Franny Lowkey Minneapolis, MN Finished
Kevin Kitamura Hilo, HI Finished
Robert Leslie Los Angeles, CA Finished
Steve Taylor Toronto, ON Finished
SUPER GHOULS
'N GHOSTS
Danny Gold
Kent McKinney
Dan Watabe
Dennis Dewey
Joshua Dilley
Daniel Tibbets
Mark Pena
Anthony Pepe
Howard Beach, NY
Lakelan, FL
Wrightstown, NJ
Blanchard, OK
Chillicothe, OH
Houston, TX
Bedford, TX
Pocano Lake, PA
Finished
Finished
Finished
Finished
Finished
Finished
Finished
Finished
TETRIS
Greg Augustine Sarver, PA 515,612
Woody Saunders Suffolk, VA 220,790
Phillip Chamberlain Greenwood, IN 1 34,790
Julie Peesley New York, NY 48,700
Tabatha Allyson Epping, NY 43,912
Kyla & Micah Barnott Redmond, WA 20,1 28
TINY TOON
ADVENTURES
Billy Staehle Downers Gove, IL Finished
Cesar Lopez
Garciamora El Paso, TX Finished
Jeff Brannon Douglasville, GA Finished
Jerem Lurinetti Oglesby, IL Finished
Joe Smedo &
Vince McKean Farmington, Ml Finished
Nicolas Reed San Francisco, CA Finished
Ted Kolesar North Vancouver, BC Finished
FINAL FIGHT
Brian Kuhlman Roseville, MN Finished
Tony Eberly Arvada, CO Finished
Jose Luis DeVera Tamuning, GU Finished
Eric Pena San Antonio, TX Finished
Vincent Jerman Lincoln Park, NJ Finished
Bill Kett Morris Plains, NJ Finished
Bryan Petrey McLean, VA Finished
Join the league of Power Players by
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Nintendo Power Players
P.0. Box 97033
Redmond, WA 98073-9733
VOLUME 38 101
TWO GUYS' OPINIONS ON THE LATEST RELEASES
Our review of the latest NES, Super NES and Game Boy
releases has changed slightly. A description of each game
is followed by quick impressions from George and Rob.
Ferrari Grand Prix Challenge
Join the Grand Prix World Championship Circuit as the
driver for the Ferrari Team and compete in a field of 25
Formula One racers on 1 6 international tracks against 8 other
racing teams. Special features include a choice between auto-
matic and manual transmission and a radio for tips.
PFfiRPF I While this game doesn’t have the amazing
w lu • graphics and array of car parts that are available
in FI ROC for the Super NES, it is a decent Formula One
racing game.
I think that it’s much better when you use the
option to turn off the music and turn on the
sound effects. Unless you can hear the roar of the engine, you
just don’t get a sense of speed and danger.
Might and Magic
This role playing adventure is based on the first installment of
a popular personal computer game series. It’s a first-person
perspective journey through a mysterious underground area
known as the Inner Sanctum. Form a party of Humans, Elves,
Dwarves and other types of fighters and magicians, then set off
for a long and challenging journey.
PFfiRPF I Might and Magic is in the tradition of the
I Wizardry series. Some players may find the per-
spective confusing, but I think that it helps the feel of the game.
nnn Dungeons & Dragons fans will like this one,
but it’s not a game for first time role players.
The story is a bit confusing and there’s not much action.
Capcom’s Gold Medal
Challenge ‘92
As many as eight players can compete against one another in
this 1 8 event sports competition, which will be out just in time
for the summer games in Barcelona.
PFfiRPF I This game is very similar to Track and Field II,
[hough it does feature a different lineup of
events. I think the play control is intuitive, but the game may
be too easy if you use a controller with a turbo function.
ROB ^hat would be cheating. Ifyou’re going to win,
luu 1 you’ve got to be pushing the buttons with your
own quick reflexes. My favorite events are the Long Jump and
Weightlifting.
Panic Restaurant
Frenzied food creatures have taken over Cookie the Chef s
kitchen. It’s up to you to guide Cookie through six courses of
culinary craziness.
PFfiRPF I ^ an ' c Restaurant plays like a standard side-
— IZ J scrolling, action game. I especially like the
giant attack Ladle at the end of the first stage.
ROB I ^' s § ame ' s f un anc ^ true to * ts th eme - The
i stages even have names like Appetizer and
Main Course. Clever. I also like the bonus games, like the one
where you grab the fish that are jumping out of the water.
102 NINTENDO POWER
Knight Quest
Put yourself into the shoes of young Will, a teenager who
dreams of becoming a knight and serving his kingdom. In
order to prove himself worthy, Will sets off to rid the kingdom
of a terrible menace and he finds many adventures along the
way. In typical role-playing fashion, the fighting scenes re-
quire more strategy than dexterity. You choose from four differ-
ent fighting techniques and watch as Will carries them out.
GEORGE I I nmostr °l e 'Pl a > , ' n gg arnes > t hefightingscenes
I just happen without any warning. I like the
fact that, in this game, you can see the enemies approaching
and that you can avoid fighting them if you’re low on energy.
ROB 1 That is a good feature. It puts you in control of
J your own destiny a little more than you would
be if the enemies just ambushed you every time.
Centipede
Like other early ’80s arcade hits. Centipede, has made its way
to Game Boy. Multi-sectioned creatures zigzag through a
screen full of obstacles and crawl down to your level. It’s up to
you to knock out all of the sections before they get too close.
GEORGB 1 ve hked all of the arcade classic translations
■ i J from Accolade so far, though the screen can get
a little crowded and confusing on this one.
ROB 1
While it may not be as sophisticated as some
newer games, it still is a fun diversion.
Jeep Jamboree
Drive over bumpy courses, big rocks and road blocks in a four-
wheeler free-for-all for one or two players. A single player
attempts to race out in front of a 20 jeep pack while two players
compete side-by-side on an otherwise empty course.
GFHRGF I The graphics are fun and fast moving in this
1 ucvnuc j racer , t rea|ly feels , ike an off _ road race
ROB J ^ like act ' on ar *d fhe feel °f the game also.
Since everything does move so quickly, though,
sometimes you can run into an obstacle before you have a
chance to react. That can be a little frustrating.
Toxic Crusaders
The war on polluters has begun. Evil Dr. Killemoff is aiming
tomessupTromavillewithhis band of Radiation Rangers. It’s
your job to guide the Toxic Crusaders to Killemoff s lair and
stop him before he gets out of control. You guide Toxie,
Nozone, Junkyard, Headbanger and Major Disaster as they
make their own efforts to defeat Killemoff with their own
fighting techniques.
r f"5»'3 f— .
m v. : % f
GEORGE I There are a lot of similarities to a T.M.N.T.
• game in this side-scroller. You’ve got mutants,
characters with different abilities and a lot of toxic waste. I
think that it’s great!
rob ]' like this one too. And I'd say that the charac-
— " ■ • ters are more different from each other than
the Turtles are. The play control is also very intuitive.
Wave Race
Pilot a personal water craft through 1 6 worldwide water courses
in this Game Boy racer for up to four players. You’ll start in the
550cc class and work your way up to the big 800cc engines. You
can hit jump platforms for extra air, steer around buoys and
pylons and lean on the turbo jet for an extra boost of speed.
GFORGF I ^ s ^ u P er R-C- Pro-Am on the water! This
- I game is a lot of fun, and you really do get a sense
of racing on a water course. I especially like the way that your
craft skids around corners.
ROB
^ It’s best if you’ve got a lot of players. When
four friends are all challenging each other a
once, the room is just charged with excitement.
%
The opinions of Rob and George do
not reflect the opinions of tlintendo
Power Magazine or tlintendo of
America Inc.
J
VOLUME 38 103
Rival Turf
Oozie Nelson and Jack Flak kick and punch their way through
crime-ridden streets in this two-player simultaneous fighter.
Oozie can unleash the incredible Storm Bomber move, while
Jack can attack with the super Sweep Hurricane.
f prnnpr I This game is more or less Final Fight for two
| UCUIUIC | players. Games like this are usually more fun
when you have a partner, but I can’t help thinking that we’ve
seen this all before.
ROB
I And we’ll see it again. Street fighting games are
Je ' —
I extremely popular. While this one really doesn’t
offer anything new, it is a well-executed game for its type.
Magic Sword
This Super NES conversion of the arcade hit offers the same
great graphics and smooth action as the original. Climb a giant
tower and take on its evil inhabitants with help from your
mighty sword and a host of fighting companions. You’ll get
help from other fighters by collecting keys and opening locked
cells along the way. They range from star-tossing ninjas to
powerful magicians.
f pcnppc I I’ve played Magic Sword at the arcade quite a
[ tunu l kj tant j this translation is right on target. What
sets this game apart from other sword-wielding action games
is the fact that you can get help from such a wide variety of
supporting fighters.
ROB )" ike that feature as well. It’s also cool that you
J can select stages at the beginning so that you’re
not always starting on the first floor of the tower.
Super Battletank:
War in the Gulf
Inspired by last year’s Persian Gulf War, Super Battletank:
War in the Gulf is a tank combat simulation that takes place
in Kuwait and Iraq. It’s your job as a tank commander to carry
out various ground war activities, like blasting other tanks,
taking out missile launchers and navigating through mine fields.
[' prnnpr | I like the combat scenes in this game and the
1 realistic graphics. I had hoped there would be
more strategy than just locating enemies and firing away.
nnn There really isn’t that much strategy to the
game, but I think that it does get a little more
complicated and involved as you progress through the missions.
Spanky’s Quest
Enter the fantasy world of Mopoland and help the adventur-
ous monkey, Spanky, clear six large and puzzling towers. By
bouncing a magic ball on his head and changing it into an
attack ball, Spanky can stun his enemies and collect the tower
keys. There are more than 60 tower rooms in all.
PpnPPF I Spanky’s Quest for the Super NES is very
l I much like its Game Boy predecessor, only with
more detailed graphics and different level designs. It’s a pretty
elementary game but I can see maybe a younger brother or
sister liking it.
pQg | I do like the detail of the backgrounds and the
play control is very responsive, but it’s not a
game that I’d play for hours and hours.
Thunder Spirits
Tune up your Vrax fighter for an eight-stage battle beyond the
stars. A deadly bio-computer is wreaking havoc on four alien
worlds. As the pilot of a super-equipped space cruiser, you
have the power to fly down to the surface of the planets, blast
the evil robots that have taken over and work your way to the
computer’s core.
fiFORfiF I This game is a lot like the Super NES space
■■ ■ J shooters that have preceded it, like Super
E.D.F., Gradius III and Darius Twin. It would take a real ran
of this type of game to want more than one or two games of
this type. The graphics are quite detailed, but sometimes the
ship gets lost in the background.
nnn | I really like the inventive enemies in this game.
I nwu * They all seem to be these huge robots that are
designed for nothing but total destruction. They really make
the game for me.
104 NINTENDO POWER
NCAA Basketball
Since there are a few minor changes being made to this
ground-breaking basketball game, the release has been moved
to early fall. It should be out just in time for basketball season
to begin.
GEORGlI ^' S ' s die most realistic basketball game I’ve
I ever seen. You’re dropped straight into the
action with that on-the-court view. I also like the number of
defensive and offensive plays that you can call on the run.
[ DOR The way that the point of view turns around so
nup J quickly might be a little confusing for some
players at the beginning, but you do get used to it after a while.
Street Fighter II
The hottest arcade game around has been faithfully repro-
duced for this Super NES conversion. One or two players can
participate in a one-on-one battle that takes place in 12
locations worldwide. You can choose to control one of eight
incredible fighters, each with his or her own special moves.
GEORGF I This is just like having the arcade game at
i J home! The fighters are big, the action is fast
and the special moves are incredible.
I’d have to agree with you. This game is a must
have for Super NES players who like action
and competition.
YOUR GUIDE TO THE LATEST RELEASES
NES TITLE
COMPANY
PLAY INFO
POWER METER RATINGS
G P C T
GAME TYPE
CAPCOM'S GOLD MEDAL CHALLENGE '92
CAPCOM
8P-A/BATT
3.0
m
3.7
SUMMER GAMES
FERRARI GRAND PRIX CHALLENGE
ACCLAIM
1P/PASS
2.8
3.6
2.8
2.8
RACING
MIGHT AND MAGIC
AM. SAMMY
1P/BATT
3.3
2.9
3.1
3.1
ROLE PLAYING
PANIC RESTAURANT
TAITO
IP
3.4
3.5
3.5
3.8
COMIC ACTION
GAME BOY TITLE
COMPANY
PLAY INFO
POWER METER RATINGS
G P C T
GAME TYPE
CENTIPEDE
ACCOLADE
2P-S
2.6
m
w
3.2
ARCADE CLASSIC
JEEP JAMBOREE
VIRGIN GAMES
2P-S
3.4
3.3
3.0
3.0
DRIVING
KNIGHT QUEST
TAITO
1P/PASS
3.3
3.0
3.3
3.3
ROLE PLAYING
TOXIC CRUSADERS
BANDAI
1P/PASS
3.1
3.4
2.8
2.7
COMIC ACTION
WAVE RACE
NINTENDO
4P-S/BATT
3.3
4.0
3.7
3.8
WATER RACING
COMPANY PLAY INFO POWERWETEB RATINGS GAME TYP'
MAGIC SWORD
CAPCOM
IP
3.6
3.7
3.4
3.3
SWORD BATTLE
NCAA BASKETBALL
NINTENDO
2P-S/BATT
3.6
3.4
4.0
4.0
BASKETBALL
RIVAL TURF
JALECO
2P-S
3.5
3.8
3.5
3.0
STREET FIGHTING
ROMANCE OF THE THREE KINGDOMS II
KOEI
SP-A/BATT
3.2
2.7
3.2
3.1
ROLE PLAYING
SPANKY'S QUEST
NATSUME
IP/PASS
3.3
3.1
2.9
2.8
PUZZLE ACTION
STREET FIGHTER II
CAPCOM
2P-S
4.2
3.7
4.1
4.0
STREET FIGHTING
SUPER BATTLETANK: WAR IN THE GULF
ABSOLUTE
IP
3.6
3.2
3.3
3.3
COMBAT SIMULATION
THUNDER SPIRITS
SEIKA
IP
3.4
3.4
2.9
2.9
SCI-FI ACTION
m
You can get the most out of our
game chart by understanding
the categories. Title, Company
and Game Type are self
explanatory. Use this Key to
understand Play Info and the
valuablePower Meter ratings.
PLAY INFO
Games are made to be played with as many
as eight players. Some also employ a battery
or password to save game play data.
#P=NUMBER OF PLAYERS
S = SIMULTANEOUS
A = ALTERNATING
BATT = BATTERY
PASS = PASSWORD
POWER METER
The Pros at Nintendo HQ rate
each new game. Ratings are
from 1 (poor) to 5 (excellent) in
four different categories.
G = GRAPHICS AND SOUND
P = PLAY CONTROL
C = CHALLENGE
T = THEME AND FUN
VOLUME 38 105
JULY 1992
Whoa! There's been a bit of a shakeup in top ranks of each category, especially in the Super
NES category. F-Zero lost a little steam and Zelda moved up, but WWF Super WrestleMania
shot to the top of the Dealers' lists and that moved it into the #3 slot.
1
8,355
POINTS
few'.
133 months]
SUPER MARIO BROS. 3 £
m
BATTLETOADS
MEGA MAN 1
TMNTffl:
THE MANHATTAN
PROJECT
Making an impressive
move up the chart was
the goal for the Turtles.
Obviously, they accom-
plished it.
Here they are again! No other
game has had this kind of
H lock on the top of the charts.
Congrats, Mario and Luigi!
8 pint's TMNT I: THE ARCADE GAME
9 points DR. MARIO
The Toads are back into sec-
ond place after faltering a bit.
The Dark Queen is still set on
having frog legs for dinner.
SS TETRIS
This time, Dr. Wily AND
Dr. Cossack are out to stop
Mega Man. Everyone’s
favorite blue robot will fight
them off.
THELEGEND0F2ELDA
As long as Link can wield
his sword and shield,
Players will continue to
help him use them.
US THE ADDAMS FAMILY
f16~Kiwrs TINY TOON ADVENTURES
( 1 5 PO I NTS
1 7 points ZELDA II: the adventure of link
1 8 point’s CASTLEVANIA I: DRAWS CURSE
119 pSnts THE SIMPSONS: bart vs. the world
20 PO?N'
106 NINTENDO POWER
SUPER NES
9,171
POINTS
7 MONTHS
SUPER MARIO WORLD
Less than a thousand beans
separates Mario and Zelda ii
the Super NES category.
8,254
POINTS
7 MONTHS
8,026
POINTS
2 MONTHS
H F-ZERO
THE LEGEND OF ZELDA:
7,303
POINTS
The F-Zero racers must
have had to pit because
they lost some precious
ground to the competition.
5,730
POINTS
One of the greatest war-
riors from the past is
presently taking care of
his Super NES business.
[ 6 POINTS
fT 4,606
/ POINTS
T
FINAL FANTASY H
FINAL FIGHT
(8 • SIMCITY
Q 3.095
, U POINTS
Q ACTRflISER
A LINK TO
THE PAST
I Remember when we predict-
I ed Zelda would be the game
*■ v to take over the Super NES
top slot? It may happen soon!
WWF SUPER WRESTLEMANIA
Simply amazing! The newest
WWF game gave an Atomic
Knee Drop to the competi-
tion at the Dealer level.
Ouch!
1CASTLEVANIAI
1 0 po?nts pilotwings
11 pSotT CONTRA I : the alien wars
(12 po™s THE ADDAMS FAMILY
13 p»!?s SUPER GHOULS 'N GHOSTS
1 4 poms JOE & MAC
15 && STREET FIGHTER II: 'BSL 1
16 ,
1 7 POINTS SUPER SMASH T.V.
0 8 pEnts U.N. SQUADRON
19 P^fe JOHN MADDEN FOOTBALL
20 points SUPER OFF ROAD
■I
GAME BOY
And you thought that Mario
was on his way out in the
Game Boy category. Mario
may be up to something new.
METROID II: REM0F
SUPER MARIO LAND 6 ^ the simpsons: mm
7 poSfs] MEGA MAN in or. wilvs revenge
8 4% FINAL FANTASY ADVENTURE
9 £T&] TERMINATOR 2: judgment day
10 points 1 TMNT: fall of the foot clan
11 HOME ALONE
F I RACE
CASTLEVANIA I TBEIMONTSREVENGE
FINAL FANTASY LEGEND E
FACEBALL 2000 ~
OPERATION C
SUPER R C PRO-AM
SAMUS
Samus was on track to hold
on to the top spot for quite a
long time, but she got held up
by a pesky Metroid.
12 ,
BATTLETOADS
13,
The only territory left for the
Toads to cover is the Super
NES category. They may be
there sooner than you think.
15,
4,504
POINTS
DR. MARIO
'
A good doctor is always
on call to help those in
4,241
those in need of some fun.
POINTSJ
TMNT 0: “ST
Dudes! Check 'em out!
The small screen Turtles
are back from the sewers
and back into the top 5.
17
18 IK THE ADDAMS FAMILY
19 POINTS, ^
VOLUME 38 107
PLAYER’S PICKS
Jared Hqjjiwg^worth I Brandom9.sbome
AlamogordETmil^^ I West VaNeyTSfoyjSi^L
Final Fantasy Adventure
Final Fantasy Legend II
Final Fantasy Legend
Tecmo Bowl
TMNT E: Back From the Sewers
The Addams Family
Bubble Ghost
Home Alone
Super Mario Land
Super R.C. Pro-Am
mimm
Super Mario Land
Super R.C. Pro-Am
Double Dragon H
Operation C
Terminator 2: Judgment Day
PLAYER’S PICKS
Mitcfl^LLee
S p r i n gviTie^^yy
Tecmo Bowl
Batman
TMNT: Fall of the Foot Clan
F-l Race
Super Mario Land
EESHEI3Z3
PLAYER’S PICKS
Paul AgpJ^berry
D a yton"*®'W^^
Dr. Mario
F-l Race
Super Mario Land
TMNT E: Back From the Sewers
TMNT: Fall of the Foot Clan
Kylej^rggton
G eorget own>©jjiJ v
Terminator 2: Judgment Day
Days of Thunder
Super Mario Land
RoboCop
Home Alone
MES Action/Adventure Games:
Player's Picks for July 1992
3 . Mega Man Iff
1 . Super Mario Bros. 3
4 . TMNT HI: B5S n “ an
2 . Battletoads
5 . The Addams Family
TAKE 5
The readers of Nintendo Power
have voted these games to be their
Top 5 NES Action/Adventure games.
Cast a vote for your favorites in the
Player’s Poll this month.
108 NINTENDO POWER
Tori
Spelling
90210 is the zip code for one of the
hippest communities in Southern
California, Beverly Hills. Tori
Spelling should know — she grew up
there, and now she plays one of the
most popular kids in high school on
“Beverly Hills, 90210, ” the hottest
show on television. Both on and off
the show, she has all the tools for
success: talent, beauty and brains.
And she certainly knows how to
have a good time, especially when
she plays Nintendo games.
Nintendo Power: How did you get
started acting?
Tori Spelling: I started when I was six
years old, doing an episode of “Vegas”
for my dad (Aaron Spelling). I played the
secretary’s daughter and had to ask my
uncle to go ice skating with me. That
was my big debut! I loved it from the
beginning and always knew that I want-
ed to pursue an acting career.
NP: What’s life like on the set of
“90210”?
TS: It’s great. As a cast, we’re all really
close. We spend so much time together
that each member has become a big part
of my life. We have a lot of fun joking
around.
NP: What’s it like working with Luke
Perry and Jason Priestley?
TS: They’re wonderful people and great
friends. I’m impressed with them because
even though they receive so much atten-
tion from girls and the press, they’ve
remained unaffected and genuine.
NP: Are you much like Donna, the char-
acter you play?
TS: We’re both funny and have good
senses of humor, but she’s kind of ditzy
and I’m not, so we’re different in that
way. I’m pleased with Donna’s progress
though. She’s become more insightful
and realizes that she, like most teenagers,
has some problems.
NP: How has the show’s success changed
your life?
TS: Being a celebrity is fun, but it makes
life a lot less private. I can’t go to shop-
ping malls anymore — kids run up and
ask for my autograph. But it can also be
really neat when adults tell me how
much they enjoy the show and that it
helps them with their kids.
NP: What do you do when you’re not
working?
TS: I play Nintendo games, do inter-
views, try to catch up on my sleep and
take it easy. I also like to read and write.
I generally enjoy reading fiction —
romance novels and horror stories.
NP: What are your favorite games?
TS: I like all of the Super Mario games,
and I particularly enjoy thought-provok-
ing games, the ones that make you search
for hidden objects.
NP: Who do you play Nintendo games
with?
TS: I have the Super NES in my bed-
room at home, and I have an NES in my
dressing room on the set. Every single
day I play Super Mario Bros. 3 with
Shannen [Doherty] and Jennie [Garth].
Luke and Jason also play, but they’re not
as good as we are.
NP: What plans do you have for the
future?
TS: I’ve always wanted to act, but I also
have aspirations to write scripts for
motion pictures and television. I’m excit-
ed about my screenplay, “Footprints in
the Sand.” It’s a short film I wrote, pro-
duced and directed about a group of
high school girls spending their last sum-
mer together.
The cast from the hottest show around, Beverly Hills,
90210, clockwise from the upper right: Jason
Priestley, Luke Perry, Shannen Doherty, Tori Spelling,
Brian Green, Jennie Garth, Ian Ziering and Gabriele
VOLUME 38 109
A LOOK INTO
THE GAMES OF
THE FUTURE
m WATCH
Super Mario Kart
Our globe-trotting Pak
Watchers recently caught up to a couple
of Super NES carts at Nintendo Com-
pany Ltd. in Kyoto, Japan that will be
coming your way this fall. First off,
Super Mario Kart is a new kind of
racing game. Instead of high-powered
Formula One racers, you’ll control a
zippy go-cart in the Mushroom King-
dom with opponents like Bowser and
PrincessToadstool. You'll race on tracks
through places like Ghost Houses and a
plain of chocolate. In the split-screen,
two-player battle mode, you collect
weapons such as Koopa shells and fire
them at the other racer. In the one-
player mode, you get an overhead view
or a rearview on the split screen. The
characters and objects will be familiar
to anyone who has played Super Mario
World.
Super NES Battle Clash is a
SuperScope game in which you blast
away at invading robots. The idea is that
you are a gunner inside a robot of your
own. A partner (human or computer)
steers your robot to face the attacker
while you aim and shoot. Each enemy
robot has its own unique attack, and the
action is often blindingly fast. Look for
a different name when the game is actu-
ally released. Finally, your Pak Watch-
ing staff has been playing with a new
kind of controller for the Super NES-
-Nintendo’s Power Mouse. Plans call
for the mouse to be packaged with
Mario Paint. With more and more
adaptations of PC games for the Super
NES, and with CD games on the
horizon, the Power Mouse should al-
low quicker access to menus and other
point and click functions.
1 1
~ Mr~W-
| ™ ■■ ■»
- ....iHiGH.asraD
r ; •<-«»»■■» -i
~ A M.
jii
■ x
Hill' i-l
IjSSS T2|>
110 NINTENDO POWER
Dinosaurs
What would
happen if you were transported back in
time to the age of the dinosaurs? That’s
the question asked by Irem’s upcoming
Super NES action game called Dino-
saurs. The correct answer would prob-
ably be that a dinosaur would step on
you, but this game is more optimistic.
You get to ride around on a thunder
lizard and punch out other critters. The
premium is on jumping skills and quick-
ness in this side-scroller that reminded
your Pak Watching crew ofSuper Mario
World, Super Adventure Island, and
Joe & Mac. Although the concept is
about 65 million years old, the game
turned out to be well designed and fun
to play. Easy-to-use controls and some
challenging stages kept our interest high.
Irem is also working on a golf release
called The Irem Skins Game, in which
you get to play a Skins match with some
IREM
power golfers. If you win a hole, you
also win the Skin for that hole, which is
a dollar amount. Too bad the dollars
exist only on video.
Super Star Wars lucasfilm
Super Star Wars from
Lucasfilm Games and JVC, due out this
fall, is based on the original block-bust-
ing adventure, which means that Luke
and friends are out to destroy Darth
Vader’s Death Star.
This game will feature Mode 7 ef-
fects and digitized voices. The side and
vertical-scrolling action will be intercut
with cinema scenes and the program-
mers promise lots of neat options like
using vehicles.
Super
The Double
Dragon saga is coming to the Super
NES soon according to Tradewest. Ac-
tion fans are going to eat up the super
animation, particularly the specialty
moves like spin kicks and body throws.
The plot puts the brothers Lee in the
thick of a martial arts madhouse. This
time the action is in Vegas— on the streets,
in the casinos and even in the elevators.
The variety of the enemies is greater
than ever before, and many of the thugs
have great new moves. Graphics and
sound are arcade quality and you can
customize the controls to suit yourself.
Double Dragon tradewest
Pak Watch has also been watching
the progress of Tradewest’s Danny
Sullivan’s Indy Heat, a racing game
featuring Indy-type cars on many of the
fastest tracks around. Word is that it
should be at the starting line soon.
VOLUME 38 111
Miner 2049er
Ifyou've wanted to explore
a radioactive uranium mine— ana you
can bet that your fearless Pale Watch
reporters were hot to try it— here’s your
chance. Miner 204 9er from Mindscape
is an action puzzle game for Game Boy
that this Pak Watcher found to be quite
challenging. With the clock ticking you
must clear all the fall-out dust from the
floors of a mine. Expect to find tricky
jumps, obstacles, traps and mutant en-
emies. If you want to win, you really
have to glow for it!
MINDSCAPE
Super Mario Land 2 Nintendo
When Mario returns to
Game Boy in Super Mario Land 2 this
fall, the biggest surprise may be Mario
himself, whose on-screen character has
increased in size. The larger Mario im-
proves the control. The animation also
looks great. Apart from that, SML 2 has
more of a Super Mario World feel with
an overworld map on which to roam to
areas like the Pumpkin Dome.
_
n
h
i
"fsrrrsEsr
M
Legend of the Ghost Lion kemco
Maria’s parents were
lost in the wilds of Africa and now she
must save them from the curse of the
Ghost Lion. So begins Kemco’s Legend
of the Ghost Lion— a sort ofNES Sheena,
Queen of the Jungle thing. Frankly,
this Pak Watcher was surprised to find
an American child charging about Af-
rica with a couple of spirit warriors in a
Dragon Warrior look-alike RPG. But
plot and presentation aside, Ghost Lion
has something to offer RPG fans, espe-
cially younger or impatient players. In
short, it’s fast and the battles are easy to
win.
Later in the year expect to see Ace
Harding: Lost in Las Vegas, which fol-
lows on the gumshoe heels of Deja Vu.
The Shadowgate-like interface empha-
sizes clue gathering. We also look for-
ward to playing Sword of Hope II for
Game Boy. Finally, Kemco plans on
releasing an explosive Super NES puzzle
game called Ka-Blooey.
112 NINTENDO POWER
JAPAN WATCH
Dragon Ball Z from Bandai is one of the most popular games currently in Japan
as reported in last month’s Pak Watch. That was enough to get this Pak Watcher
intrigued. Bandai sent a copy of the game, which turned out to be a sci-fi RPG with
excellent animation. The combat scenes resemble action game fighting scenes,
except you’re not in control. Too bad. Still, with all the battle choices available and
the great animation for each special attack, each battle sequences is unique. Another
cool part of the game is that your main character can fly all over the world under his
own power. The fast action animation and the RPG depth make for a lively and
complex game that has been keeping Japanese game players glued to their sets.
GOSSIP GALORE
It’s mid-summer and things are really starting to heat up outside and at Pak
Watch Central. Felix The Cat for the NES is on the way from Hudson with a bag
of magic tricks. This cat runs, jumps and cruises around in cool vehicles during the
side-scrolling adventure. Electronic Arts’ Rampart for the Super NES also has some
cruising in it~cruising ships that aim their cannons at you as they attempt to blow
your castle to smithereens. Upcoming games with impressive firepower won’t be
limited to sea/land battles. Spectrum Holobyte has become the licensee for Star Trek:
The Next Generation. They hope to have a Super NES Pak ready to fly by early ’93
along with an adaptation of their popular PC dogfight simulator, Falcon. The Young
Indy TV show will be the basis for a Jaleco game next year. Also in the Super NES
wings for ’93 is The Wizard of Oz from Seta. All Pak Watch has learned so far is that
you can play as any of the four major characters and the plot will begin like the movie,
then branch off to provide new adventures. Seta says the classic movie’s musical score
will be used throughout the game.
Far from Kansas, Hi-Tech is working on Super Hunt For Red October. Pak
Watch received a copy of the working notes of this game with storyboard sketches
showing missions in the Caribbean, Mediteranean, and North Pacific, plus a final
mission to foil a coup attempt in Russia. Multiple screen view options planned for the
game will show the Red October in side view, a periscope view of the surface, a map and
a weapons screen. Dragon Warrior IV from Enix for the NES is also on its way this fall.
Later in the year, expect ActRaiser II and Soul Blazer (which was renamed from Soul
Blader). If that’s not eftough for you, we’ll have a full CES report in the next issue.
FUTURE GAMES
FOR THE
NES
Ace Harding: Lost In Las
Vegas
Contra Force
Danny Sullivan's Indy
Heat
Dragon Warrior IV
Gargoyle's Quest
Felix The Cat
Krusty’s Fun House
Legend ol the Ghost Lion
Rocky
SUPER NES
Bart's Nightmare
Dinosaurs
The Duel: Test Drive II
The Irem Skins Game
Ka-Blooey
Mario Paint
Out of This World
The Rocketeer
Super Double Dragon
Super Faceball
Super Mario Kart
Super Play Action
Football
Super Star Wars
TMNTIV
Ultrabots: Sanction
Earth
WINGS 2
GAME BOY
Ariel (The Little Mermaid)
Kirby's Dream Land
Lunar Chase
M.C. Kids
Miner 2049er
Super Mario Land 2
Track & Field
VOLUME 38 113
NEXT ISSUE
COMING NEXT MONTH IN VOLUME 39
TMNTIE: TURTLES IN TIME
The very same Turtles In Time game you’ve seen in the arcades
will show up on the Super NES very soon. Konami’s game will
also show up in the pages of Nintendo Power next month!
GARGOYLE'S QUEST
Firebrand the Gargoyle is back and he’s the only creature in the
Ghoul Realm who can save the world. It’s an NES feast of flight
and fancy from Capcom.
KIRBY'S DREAM LAND
Dream Land is in peril! An evil king has stolen the magic
Twinkle Stars. If they’re not recovered, the people of Dream
Land could starve. Nintendo sends Kirby to the rescue!
BACK ISSUES
These Nintendo Power back issues are available
individually. Add them to your collection! They con-
tain these exciting reviews:
Volume 28 (Sept. ‘9 1 ): Super Mario World, Star
Wars, Smash TV, Kick Master.
Volume 29 (Oct. '9 1 ): Star T rek, F-Zero, Metroid,
Shatterhand, Roger Clemens MVP Baseball.
Volume 30 (Nov. '91): Final Fantasy I, Tom &
Jerry, Where In Time Is Carmen Sandiego?,
Flintstones, Ultimate Air Combat.
Volume 3 1 (Dec. ‘91): Tiny Toon Adventures,
Batman: Return of the Joker, ActRaiser, Metroid
II: Return of Samus (Game Boy).
Volume 32 (Jan. ‘92): Mega Man EZ, Monster In
My Pocket, Tecmo Super Bowl.
Volume 33 (Feb. ‘92): TMNT ID: The Manhattan
Project, The Simpsons: Bart vs. The World,
Rampart, Gl Joe: The Atlantis Factor.
Volume 34 (Mar. ‘92): The Empire Strikes Back,
Terminator 2, Nightshade, McKids, Lemmings,
Zetda: A Link To The Past.
Volume 35 (Apr. ‘92): Captain America & The
Avengers, T&C 2: Thrilla’s Surfari, Yoshi.
Volume 36 (May ‘92): Darkwing Duck, Wacky
Races, RoboCop 3, Work Boy, Super Adventure
Island, Contra HI, Xardion, Super Soccer.
Volume 37 (June ‘92): Lemmings (NES),
Dragonstrike, Stanley: Search for Dr. Livingston,
Arcana, Krusty's Fun House, Top Gear, F I ROC.
Volume 38 (July ‘92): Panic Restaurant, Gold
Medal Challenge, Might 8. Magic, Toxic
Crusaders, Street Fighter II, NCAA Basketball.
Use the Back Issue/Tip Book Order Form in this issue
to order back issues, or call our Consumer Service
department at 1 -800-255-3700 to order them by
phone with VISA or Mastercard.
SPECIAL OFFERS
Issues from our first two years are available
only in special collector's sets. You won't find
these extremely helpful issues at newsstands!
Volumes 1 through 6 featuring classic games are
included in the First-Year Set.
WINGS 2: ACES HIGH
Join the flying circus above the battlegrounds of Europe in the
soaring World War I dogfight simulator from Namco. Prove
that you can be an Ace of legends.
Five of the most popular NES games of all time
are featured in Volumes 7 through 1 2.
3RD YEAR SET NOW AVAILABLE!
STRATEGY GUIDES
AND TIP BOOKS
Nintendo Power' s Strategy Guides and tip books cov-
er some of the most popular games ever and contain
the most complete information. If you like these games
and want to know every single detail about them —
these Strategy Guides are definitely the way to go!
STRATEGY GUIDES:
Super Mario Bros. 3
Ninja Gaiden II
Final Fantasy
4-Player Extra
TIP BOOKS:
The Legend of Zelda: Tips and Tactics
How to Win at Super Mario Bros.
Use the Back Issue/Tip Book Order Form in this issue
to order Tip Books and Strategy Guides, or call our
Consumer Service department at 1 -800-255-3700 to
order them by phone with VISA or Mastercard.
114 NINTENDO POWER
PLAYER'S GUIDES
scoop on 1 8 c
hottest NES gomes
released. Think of it as your
map to NES success!
Comprehensive
coverage of 1 36 Game
Boy titles. This is by far the best
source of information for Game Boy.
’Mintendg)
:e to find the inside sto
>lus a whopping 1 40-pai
of Super Mario World f
_ the Super NES.
This super
guide gives you information
on 55 Super NES titles and detailed reviews
of 1 9 spectacular gomes!
ZELDA PLAYER'S GUIDE
THE COMPLETE SCOOP ON A LINK TO THE PAST
Have you finished the game yet? Maybe you have,
but do you know everything about it? Our new
Player's Guide gives you all of the important infor-
mation about A Link To The Past. You'll get much
more than just straight game play information. It
goes as far as educating the reader about the history
of the Hyrulian culture. This is a must-have book
for all Zelda fans!
THIS 168-PAGE GUIDE IS AVAILABLE NOW!
4. ETRoAtoT S, 6/*V c
‘■""v i ;■ 9 A
Our goal is to try and preserve classic videogame magazines
from years gone by before they are lost forever.
Thanks goes out to all the people who make this possible.
From the original editors and writers,
to everyone involved in acquiring and digitizing these magazines.
People interested in helping us out, in whatever way possible.
Either by donating classic magazines, scanning, editing or distributing them,
visit us at http://www.retromags.com
We are only interested in preserving classic magazines
that are at least 5 yeans out of print.
We have no desire or intention to profit from these in any way.
So please, if you come across people trying to sell these releases, don't support them!
Thank You and ENJOY!